From 3fb805c21cec86738de83b7825c166d9e39db4fb Mon Sep 17 00:00:00 2001 From: Tom Date: Mon, 31 Jul 2023 20:16:00 +0100 Subject: [PATCH] add interactive 3d models --- _includes/default_head_tags.html | 1 + _posts/2023-06-21-my_first_PCB.md | 58 +- _posts/2024-02-16-toothbrush-holder.md | 21 +- _sass/main.scss | 10 +- assets/blog/PCB/LCD_Breakout_reversed.wrl | 49897 ++++++++++++++++ assets/blog/PCB/cheatsheet.png | Bin 0 -> 264956 bytes assets/blog/PCB/display_board.webp | Bin 0 -> 129946 bytes assets/blog/PCB/model/pcb.glb | Bin 0 -> 2571564 bytes assets/blog/PCB/model/poster.webp | Bin 0 -> 13610 bytes .../blog/toothbrush_shelf/model/poster.webp | Bin 0 -> 8196 bytes .../model/toothbrush_shelf.glb | Bin 0 -> 166592 bytes .../model/toothbrush_shelf.obj | 13018 ++++ assets/js/model-viewer.js | 1102 + assets/js/model-viewer.min.js.map | 1 + blog.html | 2 +- 15 files changed, 64082 insertions(+), 28 deletions(-) create mode 100644 assets/blog/PCB/LCD_Breakout_reversed.wrl create mode 100644 assets/blog/PCB/cheatsheet.png create mode 100644 assets/blog/PCB/display_board.webp create mode 100644 assets/blog/PCB/model/pcb.glb create mode 100644 assets/blog/PCB/model/poster.webp create mode 100644 assets/blog/toothbrush_shelf/model/poster.webp create mode 100644 assets/blog/toothbrush_shelf/model/toothbrush_shelf.glb create mode 100644 assets/blog/toothbrush_shelf/model/toothbrush_shelf.obj create mode 100644 assets/js/model-viewer.js create mode 100644 assets/js/model-viewer.min.js.map diff --git a/_includes/default_head_tags.html b/_includes/default_head_tags.html index a1f3013..3cb73e1 100644 --- a/_includes/default_head_tags.html +++ b/_includes/default_head_tags.html @@ -27,6 +27,7 @@ {% endif %} + diff --git a/_posts/2023-06-21-my_first_PCB.md b/_posts/2023-06-21-my_first_PCB.md index 2dfdcd8..07d4772 100644 --- a/_posts/2023-06-21-my_first_PCB.md +++ b/_posts/2023-06-21-my_first_PCB.md @@ -1,41 +1,67 @@ --- title: My first PCB! -excerpt: +excerpt: | + I've had a longstanding ambition to get a PCB manufactured but I've always put it off. Lately I had a need for a little adapter board to break out these 1.27mm spaced pins to 2.54mm pins that would fit into a breadboard. Feeling like it was a simple enough board I finally decided to fire up KiCad and give it a go. layout: post -image: /assets/blog/PCB/horizontal.png -alt: A 3D render of a simple PCB. --- I made my first PCB! -I've had a longstanding ambition to get a PCB manufacured but I've always put it off. Lately I had a need for a little adapter board to break out these 1.27mm spaced pins to 2.54mm pins that would fit into a breadboard. Feeling like it was a simple enough board I finally decided to fire up KiCad and give it a go. -I got this [round lcd breakout board](https://thepihut.com/products/waveshare-rp2040-1-28-ips-lcd-board-with-accelerometer-gyroscope). +
+ +
+A little interactive model that you can spin around. You can make these nice 3D renders by exporting from KiCAD as WRL, importing into blender and then exporting as glb. +
+
+I've had a longstanding ambition to get a PCB manufactured but I've always put it off. Lately I had a need for a little adapter board to break out these 1.27mm spaced pins to 2.54mm pins that would fit into a breadboard. Feeling like it was a simple enough board I finally decided to fire up KiCad and give it a go. + +The 1.27mm headers in question are on the back of this cute [round lcd breakout board](https://thepihut.com/products/waveshare-rp2040-1-28-ips-lcd-board-with-accelerometer-gyroscope). + +
+ +
+Those headers are much too small to manually push wires into for prototyping. +
+
+ +So I fired up KiCAD and got to work, I had used it a couple time before but had never gotten as far as turning it into a real PCB. Well that changes today!
-The layout. +The board layout prior to sending it off to be manufactured.
- -
- -
-The 3D render! -
-
+I used this [excellent KiCAD plugin](https://github.com/Bouni/kicad-jlcpcb-tools) to generate the necessary gerber files that I could upload directly to JLPCB. *Other fast cheap PCB manufactures exist, as you will know if you've ever watched an electronics themed youtube video. PCB manufacturers are to electronics YouTubers as mattresses peddlers are to podcasts.*
-They arrived! +They arrived! Those traces looks very narrow but they're mostly signalling lines. The power rail is doubled up on the connector and ground goes through the ground pour so it should be fine.
+After getting the boards I soldering one up. Soldering the 1.27" header was surprisingly difficult to do without causing bridges. And those bridges were tough to remove once there. It didn't help that I had run out off desoldering braid. Anyway I eventually got all the pins connected without overheating and delaminating the board. + +
-And this is what they're actually for! +It all looks fine but there are actually four distinct ways you can solder the headers and connect the LCD, I chose wrong.
-
\ No newline at end of file + + +Next I realised that I had made the obvious error: I put the 1.27" and 2.54" headers on the wrong sides from where the should go. The board isn't reversible so that means the pin assignments are all wrong. By some miracle, the ground pins do have mirror symmetry so at least the ground plane is still the ground plane. + +I had thought about trying to squeeze the pin assignments onto the silkscreen, thankfully I didn't because this soldering mistake would have made those completely wrong. + +I cloned the KiCAD file and swapped all the pin assignments around. Giving me this handy little cheat sheet. + + +
+ +
+I just screenshot'd the KiCAD viewport and inverted the colours to get this. I printed it out on A4 and it makes a handle little notepad. +
+
diff --git a/_posts/2024-02-16-toothbrush-holder.md b/_posts/2024-02-16-toothbrush-holder.md index 2e9dac0..54c21f4 100644 --- a/_posts/2024-02-16-toothbrush-holder.md +++ b/_posts/2024-02-16-toothbrush-holder.md @@ -1,21 +1,22 @@ --- title: Toothbrush Shelf -excerpt: It can be hard to find genuine everyday uses of 3D printing, but after a while you do find some. +excerpt: | + It can be hard to find genuine everyday uses of 3D printing, but after a while you do find some. layout: post -image: /assets/blog/toothbrush_shelf/spin.gif -alt: A render of a 3D printed shelf sitting above a shaver outlet, it spins slowly. --- -
- -
-
+It can be hard to find genuine everyday uses of 3D printing, but after a while you do find some! I made this little shelf to tidy up the wires to our devices in the bathroom. The wires are now hidden, coiled up, inside the shelf.
- + +
+A little 3D model that you can pan and zoom on. Or even use AR on your phone. +
+
+ +
+
- - diff --git a/_sass/main.scss b/_sass/main.scss index 1316771..d546a8a 100644 --- a/_sass/main.scss +++ b/_sass/main.scss @@ -125,4 +125,12 @@ div.highlight { overflow-x: auto; overflow-y: hidden; } -} \ No newline at end of file +} + +// For the 3D model viewer +model-viewer { + width: 100%; + height: 300px; + } + + \ No newline at end of file diff --git a/assets/blog/PCB/LCD_Breakout_reversed.wrl b/assets/blog/PCB/LCD_Breakout_reversed.wrl new file mode 100644 index 0000000..efe50b9 --- /dev/null +++ b/assets/blog/PCB/LCD_Breakout_reversed.wrl @@ -0,0 +1,49897 @@ +#VRML V2.0 utf8 +DEF TXFM_1 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 0.00254 0.00254 0.00254 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF TXFM_2 Transform { + center 0 0 0 + rotation 0 0 1 3.1415927 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 1.75 -4.8835138 0.31496063 + children [ +DEF TXFM_3 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF TXFM_4 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_1 Shape { + appearance DEF APP_1 Appearance { + material Material { + ambientIntensity 0.29300004 + diffuseColor 0.148 0.145 0.145 + emissiveColor 0 0 0 + shininess 0.34999999 + specularColor 0.18000001 0.168 0.16 + transparency 0 +} } + geometry DEF FACE_1 IndexedFaceSet { + coord DEF COORD_1 Coordinate { point [ + -0.40000001 0.49999999 0,-0.49999999 0.40000001 0, + -0.40000001 0.49999999 0.99999998,-0.40000001 0.49999999 0.99999998, + -0.49999999 0.40000001 0,-0.49999999 0.40000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_1 Normal { vector [ + -0.70710678 0.70710678 0,-0.70710678 0.70710678 0, + -0.70710678 0.70710678 0,-0.70710678 0.70710678 0, + -0.70710678 0.70710678 0,-0.70710678 0.70710678 0] } +} +} +] } +DEF TXFM_5 Transform { + center 0 0 0 + rotation 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-3.874 0.99999998,0.49999999 -3.6 0.99999998, + 0.126 -3.874 0.99999998,0.126 -4.1259998 0.99999998, + 0.126 -3.1259999 0.99999998,-0.126 -3.1259999 0.99999998, + -0.126 -3.874 0.99999998,0.126 -3.1259999 0.99999998, + 0.126 -3.874 0.99999998,0.40000001 -3.4999998 0.99999998, + 0.126 -3.1259999 0.99999998,-0.126 -3.874 0.99999998, + 0.126 -3.874 0.99999998,-0.126 -2.8740001 0.99999998, + -0.49999999 -2.5999998 0.99999998,-0.49999999 -3.3999999 0.99999998, + -0.126 -2.8740001 0.99999998,-0.49999999 -3.3999999 0.99999998, + -0.126 -3.1259999 0.99999998,-0.40000001 -2.5 0.99999998, + -0.49999999 -2.5999998 0.99999998,-0.126 -2.8740001 0.99999998, + 0.49999999 -3.3999999 0.99999998,0.126 -3.1259999 0.99999998, + 0.40000001 -3.4999998 0.99999998,-0.126 -2.1259999 0.99999998, + -0.49999999 -2.4000001 0.99999998,-0.40000001 -2.5 0.99999998, + -0.126 -2.1259999 0.99999998,-0.40000001 -2.5 0.99999998, + -0.126 -2.8740001 0.99999998,0.49999999 -2.5999998 0.99999998, + 0.126 -2.8740001 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1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_9 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_6 Shape { + appearance USE APP_1 + geometry DEF FACE_6 IndexedFaceSet { + coord DEF COORD_6 Coordinate { point [ + 0.49999999 0.40000001 0,0.40000001 0.49999999 0, + 0.49999999 0.40000001 0.99999998,0.49999999 0.40000001 0.99999998, + 0.40000001 0.49999999 0,0.40000001 0.49999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_6 Normal { vector [ + 0.70710678 0.70710678 0,0.70710678 0.70710678 0, + 0.70710678 0.70710678 0,0.70710678 0.70710678 0, + 0.70710678 0.70710678 0,0.70710678 0.70710678 0] } +} +} +] } +DEF TXFM_10 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_7 Shape { + appearance USE APP_1 + geometry DEF FACE_7 IndexedFaceSet { + coord DEF COORD_7 Coordinate { point [ + -0.49999999 -0.40000001 0,-0.40000001 -0.49999999 0, + -0.49999999 -0.40000001 0.99999998,-0.49999999 -0.40000001 0.99999998, + -0.40000001 -0.49999999 0,-0.40000001 -0.49999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_7 Normal { vector [ + -0.70710678 -0.70710678 0,-0.70710678 -0.70710678 0, + -0.70710678 -0.70710678 0,-0.70710678 -0.70710678 0, + -0.70710678 -0.70710678 0,-0.70710678 -0.70710678 0] } +} +} +] } +DEF TXFM_11 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_8 Shape { + appearance USE APP_1 + geometry DEF FACE_8 IndexedFaceSet { + coord DEF COORD_8 Coordinate { point [ + 0.49999999 -0.40000001 0,0.49999999 0.40000001 0, + 0.49999999 -0.40000001 0.99999998,0.49999999 -0.40000001 0.99999998, + 0.49999999 0.40000001 0,0.49999999 0.40000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_8 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_12 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_9 Shape { + appearance USE APP_1 + geometry DEF FACE_9 IndexedFaceSet { + coord DEF COORD_9 Coordinate { point [ + -0.40000001 -0.49999999 0,-0.49999999 -0.60000002 0, + -0.40000001 -0.49999999 0.99999998,-0.40000001 -0.49999999 0.99999998, + -0.49999999 -0.60000002 0,-0.49999999 -0.60000002 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_9 Normal { vector [ + -0.70710693 0.70710663 0,-0.70710693 0.70710663 0, + -0.70710693 0.70710663 0,-0.70710693 0.70710663 0, + -0.70710693 0.70710663 0,-0.70710693 0.70710663 0] } +} +} +] } +DEF TXFM_13 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_10 Shape { + appearance USE APP_1 + geometry DEF FACE_10 IndexedFaceSet { + coord DEF COORD_10 Coordinate { point [ + 0.40000001 -0.49999999 0,0.49999999 -0.40000001 0, + 0.40000001 -0.49999999 0.99999998,0.40000001 -0.49999999 0.99999998, + 0.49999999 -0.40000001 0,0.49999999 -0.40000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_10 Normal { vector [ + 0.70710678 -0.70710678 0,0.70710678 -0.70710678 0, + 0.70710678 -0.70710678 0,0.70710678 -0.70710678 0, + 0.70710678 -0.70710678 0,0.70710678 -0.70710678 0] } +} +} +] } +DEF TXFM_14 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_11 Shape { + appearance USE APP_1 + geometry DEF FACE_11 IndexedFaceSet { + coord DEF COORD_11 Coordinate { point [ + -0.49999999 -0.60000002 0,-0.49999999 -1.4 0, + -0.49999999 -0.60000002 0.99999998,-0.49999999 -0.60000002 0.99999998, + -0.49999999 -1.4 0,-0.49999999 -1.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_11 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_15 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_12 Shape { + appearance USE APP_1 + geometry DEF FACE_12 IndexedFaceSet { + coord DEF COORD_12 Coordinate { point [ + 0.49999999 -0.60000002 0,0.40000001 -0.49999999 0, + 0.49999999 -0.60000002 0.99999998,0.49999999 -0.60000002 0.99999998, + 0.40000001 -0.49999999 0,0.40000001 -0.49999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_12 Normal { vector [ + 0.70710696 0.7071066 0,0.70710696 0.7071066 0, + 0.70710693 0.70710663 0,0.70710693 0.70710663 0, + 0.70710696 0.7071066 0,0.70710693 0.70710663 0] } +} +} +] } +DEF TXFM_16 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_13 Shape { + appearance USE APP_1 + geometry DEF FACE_13 IndexedFaceSet { + coord DEF COORD_13 Coordinate { point [ + -0.49999999 -1.4 0,-0.40000001 -1.5 0, + -0.49999999 -1.4 0.99999998,-0.49999999 -1.4 0.99999998, + -0.40000001 -1.5 0,-0.40000001 -1.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_13 Normal { vector [ + -0.70710678 -0.70710678 0,-0.70710678 -0.70710678 0, + -0.70710678 -0.70710678 0,-0.70710678 -0.70710678 0, + -0.70710678 -0.70710678 0,-0.70710678 -0.70710678 0] } +} +} +] } +DEF TXFM_17 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_14 Shape { + appearance USE APP_1 + geometry DEF FACE_14 IndexedFaceSet { + coord DEF COORD_14 Coordinate { point [ + 0.49999999 -1.4 0,0.49999999 -0.60000002 0, + 0.49999999 -1.4 0.99999998,0.49999999 -1.4 0.99999998, + 0.49999999 -0.60000002 0,0.49999999 -0.60000002 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_14 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_18 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_15 Shape { + appearance USE APP_1 + geometry DEF FACE_15 IndexedFaceSet { + coord DEF COORD_15 Coordinate { point [ + -0.40000001 -1.5 0,-0.49999999 -1.6000001 0, + -0.40000001 -1.5 0.99999998,-0.40000001 -1.5 0.99999998, + -0.49999999 -1.6000001 0,-0.49999999 -1.6000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_15 Normal { vector [ + -0.70710711 0.70710645 0,-0.70710714 0.70710642 0, + -0.70710711 0.70710645 0,-0.70710711 0.70710645 0, + -0.70710714 0.70710642 0,-0.70710711 0.70710645 0] } +} +} +] } +DEF TXFM_19 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_16 Shape { + appearance USE APP_1 + geometry DEF FACE_16 IndexedFaceSet { + coord DEF COORD_16 Coordinate { point [ + 0.40000001 -1.5 0,0.49999999 -1.4 0, + 0.40000001 -1.5 0.99999998,0.40000001 -1.5 0.99999998, + 0.49999999 -1.4 0,0.49999999 -1.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_16 Normal { vector [ + 0.70710678 -0.70710678 0,0.70710678 -0.70710678 0, + 0.70710678 -0.70710678 0,0.70710678 -0.70710678 0, + 0.70710678 -0.70710678 0,0.70710678 -0.70710678 0] } +} +} +] } +DEF TXFM_20 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_17 Shape { + appearance USE APP_1 + geometry DEF FACE_17 IndexedFaceSet { + coord DEF COORD_17 Coordinate { point [ + -0.49999999 -1.6000001 0,-0.49999999 -2.4000001 0, + -0.49999999 -1.6000001 0.99999998,-0.49999999 -1.6000001 0.99999998, + -0.49999999 -2.4000001 0,-0.49999999 -2.4000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_17 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_21 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_18 Shape { + appearance USE APP_1 + geometry DEF FACE_18 IndexedFaceSet { + coord DEF COORD_18 Coordinate { point [ + 0.49999999 -1.6000001 0,0.40000001 -1.5 0, + 0.49999999 -1.6000001 0.99999998,0.49999999 -1.6000001 0.99999998, + 0.40000001 -1.5 0,0.40000001 -1.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_18 Normal { vector [ + 0.70710708 0.70710648 0,0.70710708 0.70710648 0, + 0.70710711 0.70710645 0,0.70710711 0.70710645 0, + 0.70710708 0.70710648 0,0.70710711 0.70710645 0] } +} +} +] } +DEF TXFM_22 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_19 Shape { + appearance USE APP_1 + geometry DEF FACE_19 IndexedFaceSet { + coord DEF COORD_19 Coordinate { point [ + -0.49999999 -2.4000001 0,-0.40000001 -2.5 0, + -0.49999999 -2.4000001 0.99999998,-0.49999999 -2.4000001 0.99999998, + -0.40000001 -2.5 0,-0.40000001 -2.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_19 Normal { vector [ + -0.70710651 -0.70710705 0,-0.70710645 -0.70710711 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710645 -0.70710711 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_23 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_20 Shape { + appearance USE APP_1 + geometry DEF FACE_20 IndexedFaceSet { + coord DEF COORD_20 Coordinate { point [ + 0.49999999 -2.4000001 0,0.49999999 -1.6000001 0, + 0.49999999 -2.4000001 0.99999998,0.49999999 -2.4000001 0.99999998, + 0.49999999 -1.6000001 0,0.49999999 -1.6000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_20 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_24 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_21 Shape { + appearance USE APP_1 + geometry DEF FACE_21 IndexedFaceSet { + coord DEF COORD_21 Coordinate { point [ + -0.40000001 -2.5 0,-0.49999999 -2.5999998 0, + -0.40000001 -2.5 0.99999998,-0.40000001 -2.5 0.99999998, + -0.49999999 -2.5999998 0,-0.49999999 -2.5999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_21 Normal { vector [ + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_25 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_22 Shape { + appearance USE APP_1 + geometry DEF FACE_22 IndexedFaceSet { + coord DEF COORD_22 Coordinate { point [ + 0.40000001 -2.5 0,0.49999999 -2.4000001 0, + 0.40000001 -2.5 0.99999998,0.40000001 -2.5 0.99999998, + 0.49999999 -2.4000001 0,0.49999999 -2.4000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_22 Normal { vector [ + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_26 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_23 Shape { + appearance USE APP_1 + geometry DEF FACE_23 IndexedFaceSet { + coord DEF COORD_23 Coordinate { point [ + -0.49999999 -2.5999998 0,-0.49999999 -3.3999999 0, + -0.49999999 -2.5999998 0.99999998,-0.49999999 -2.5999998 0.99999998, + -0.49999999 -3.3999999 0,-0.49999999 -3.3999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_23 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_27 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_24 Shape { + appearance USE APP_1 + geometry DEF FACE_24 IndexedFaceSet { + coord DEF COORD_24 Coordinate { point [ + 0.49999999 -2.5999998 0,0.40000001 -2.5 0, + 0.49999999 -2.5999998 0.99999998,0.49999999 -2.5999998 0.99999998, + 0.40000001 -2.5 0,0.40000001 -2.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_24 Normal { vector [ + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_28 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_25 Shape { + appearance USE APP_1 + geometry DEF FACE_25 IndexedFaceSet { + coord DEF COORD_25 Coordinate { point [ + -0.49999999 -3.3999999 0,-0.40000001 -3.4999998 0, + -0.49999999 -3.3999999 0.99999998,-0.49999999 -3.3999999 0.99999998, + -0.40000001 -3.4999998 0,-0.40000001 -3.4999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_25 Normal { vector [ + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_29 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_26 Shape { + appearance USE APP_1 + geometry DEF FACE_26 IndexedFaceSet { + coord DEF COORD_26 Coordinate { point [ + 0.49999999 -3.3999999 0,0.49999999 -2.5999998 0, + 0.49999999 -3.3999999 0.99999998,0.49999999 -3.3999999 0.99999998, + 0.49999999 -2.5999998 0,0.49999999 -2.5999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_26 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_30 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_27 Shape { + appearance USE APP_1 + geometry DEF FACE_27 IndexedFaceSet { + coord DEF COORD_27 Coordinate { point [ + -0.40000001 -3.4999998 0,-0.49999999 -3.6 0, + -0.40000001 -3.4999998 0.99999998,-0.40000001 -3.4999998 0.99999998, + -0.49999999 -3.6 0,-0.49999999 -3.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_27 Normal { vector [ + -0.70710779 0.70710577 0,-0.70710779 0.70710577 0, + -0.70710779 0.70710577 0,-0.70710779 0.70710577 0, + -0.70710779 0.70710577 0,-0.70710779 0.70710577 0] } +} +} +] } +DEF TXFM_31 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_28 Shape { + appearance USE APP_1 + geometry DEF FACE_28 IndexedFaceSet { + coord DEF COORD_28 Coordinate { point [ + 0.40000001 -3.4999998 0,0.49999999 -3.3999999 0, + 0.40000001 -3.4999998 0.99999998,0.40000001 -3.4999998 0.99999998, + 0.49999999 -3.3999999 0,0.49999999 -3.3999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_28 Normal { vector [ + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710651 -0.70710705 0,0.70710651 -0.70710705 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_32 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_29 Shape { + appearance USE APP_1 + geometry DEF FACE_29 IndexedFaceSet { + coord DEF COORD_29 Coordinate { point [ + -0.49999999 -3.6 0,-0.49999999 -4.3999999 0, + -0.49999999 -3.6 0.99999998,-0.49999999 -3.6 0.99999998, + -0.49999999 -4.3999999 0,-0.49999999 -4.3999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_29 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_33 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_30 Shape { + appearance USE APP_1 + geometry DEF FACE_30 IndexedFaceSet { + coord DEF COORD_30 Coordinate { point [ + 0.49999999 -3.6 0,0.40000001 -3.4999998 0, + 0.49999999 -3.6 0.99999998,0.49999999 -3.6 0.99999998, + 0.40000001 -3.4999998 0,0.40000001 -3.4999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_30 Normal { vector [ + 0.70710779 0.70710577 0,0.70710779 0.70710577 0, + 0.70710779 0.70710577 0,0.70710779 0.70710577 0, + 0.70710779 0.70710577 0,0.70710779 0.70710577 0] } +} +} +] } +DEF TXFM_34 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_31 Shape { + appearance USE APP_1 + geometry DEF FACE_31 IndexedFaceSet { + coord DEF COORD_31 Coordinate { point [ + -0.49999999 -4.3999999 0,-0.40000001 -4.5000001 0, + -0.49999999 -4.3999999 0.99999998,-0.49999999 -4.3999999 0.99999998, + -0.40000001 -4.5000001 0,-0.40000001 -4.5000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_31 Normal { vector [ + -0.70710782 -0.70710574 0,-0.70710779 -0.70710577 0, + -0.70710779 -0.70710577 0,-0.70710779 -0.70710577 0, + -0.70710779 -0.70710577 0,-0.70710779 -0.70710577 0] } +} +} +] } +DEF TXFM_35 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_32 Shape { + appearance USE APP_1 + geometry DEF FACE_32 IndexedFaceSet { + coord DEF COORD_32 Coordinate { point [ + 0.49999999 -4.3999999 0,0.49999999 -3.6 0, + 0.49999999 -4.3999999 0.99999998,0.49999999 -4.3999999 0.99999998, + 0.49999999 -3.6 0,0.49999999 -3.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_32 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_36 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_33 Shape { + appearance USE APP_1 + geometry DEF FACE_33 IndexedFaceSet { + coord DEF COORD_33 Coordinate { point [ + -0.40000001 -4.5000001 0,-0.49999999 -4.6 0, + -0.40000001 -4.5000001 0.99999998,-0.40000001 -4.5000001 0.99999998, + -0.49999999 -4.6 0,-0.49999999 -4.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_33 Normal { vector [ + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_37 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_34 Shape { + appearance USE APP_1 + geometry DEF FACE_34 IndexedFaceSet { + coord DEF COORD_34 Coordinate { point [ + 0.40000001 -4.5000001 0,0.49999999 -4.3999999 0, + 0.40000001 -4.5000001 0.99999998,0.40000001 -4.5000001 0.99999998, + 0.49999999 -4.3999999 0,0.49999999 -4.3999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_34 Normal { vector [ + 0.70710776 -0.7071058 0,0.70710779 -0.70710577 0, + 0.70710779 -0.70710577 0,0.70710779 -0.70710577 0, + 0.70710779 -0.70710577 0,0.70710779 -0.70710577 0] } +} +} +] } +DEF TXFM_38 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_35 Shape { + appearance USE APP_1 + geometry DEF FACE_35 IndexedFaceSet { + coord DEF COORD_35 Coordinate { point [ + -0.49999999 -4.6 0,-0.49999999 -5.3999998 0, + -0.49999999 -4.6 0.99999998,-0.49999999 -4.6 0.99999998, + -0.49999999 -5.3999998 0,-0.49999999 -5.3999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_35 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_39 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_36 Shape { + appearance USE APP_1 + geometry DEF FACE_36 IndexedFaceSet { + coord DEF COORD_36 Coordinate { point [ + 0.49999999 -4.6 0,0.40000001 -4.5000001 0, + 0.49999999 -4.6 0.99999998,0.49999999 -4.6 0.99999998, + 0.40000001 -4.5000001 0,0.40000001 -4.5000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_36 Normal { vector [ + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_40 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_37 Shape { + appearance USE APP_1 + geometry DEF FACE_37 IndexedFaceSet { + coord DEF COORD_37 Coordinate { point [ + -0.49999999 -5.3999998 0,-0.40000001 -5.4999997 0, + -0.49999999 -5.3999998 0.99999998,-0.49999999 -5.3999998 0.99999998, + -0.40000001 -5.4999997 0,-0.40000001 -5.4999997 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_37 Normal { vector [ + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_41 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_38 Shape { + appearance USE APP_1 + geometry DEF FACE_38 IndexedFaceSet { + coord DEF COORD_38 Coordinate { point [ + 0.49999999 -5.3999998 0,0.49999999 -4.6 0, + 0.49999999 -5.3999998 0.99999998,0.49999999 -5.3999998 0.99999998, + 0.49999999 -4.6 0,0.49999999 -4.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_38 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_42 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_39 Shape { + appearance USE APP_1 + geometry DEF FACE_39 IndexedFaceSet { + coord DEF COORD_39 Coordinate { point [ + -0.40000001 -5.4999997 0,-0.49999999 -5.6 0, + -0.40000001 -5.4999997 0.99999998,-0.40000001 -5.4999997 0.99999998, + -0.49999999 -5.6 0,-0.49999999 -5.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_39 Normal { vector [ + -0.70710779 0.70710577 0,-0.70710779 0.70710577 0, + -0.70710779 0.70710577 0,-0.70710779 0.70710577 0, + -0.70710779 0.70710577 0,-0.70710779 0.70710577 0] } +} +} +] } +DEF TXFM_43 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_40 Shape { + appearance USE APP_1 + geometry DEF FACE_40 IndexedFaceSet { + coord DEF COORD_40 Coordinate { point [ + 0.40000001 -5.4999997 0,0.49999999 -5.3999998 0, + 0.40000001 -5.4999997 0.99999998,0.40000001 -5.4999997 0.99999998, + 0.49999999 -5.3999998 0,0.49999999 -5.3999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_40 Normal { vector [ + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710654 -0.70710702 0,0.70710654 -0.70710702 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_44 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_41 Shape { + appearance USE APP_1 + geometry DEF FACE_41 IndexedFaceSet { + coord DEF COORD_41 Coordinate { point [ + -0.49999999 -5.6 0,-0.49999999 -6.4000002 0, + -0.49999999 -5.6 0.99999998,-0.49999999 -5.6 0.99999998, + -0.49999999 -6.4000002 0,-0.49999999 -6.4000002 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_41 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_45 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_42 Shape { + appearance USE APP_1 + geometry DEF FACE_42 IndexedFaceSet { + coord DEF COORD_42 Coordinate { point [ + 0.49999999 -5.6 0,0.40000001 -5.4999997 0, + 0.49999999 -5.6 0.99999998,0.49999999 -5.6 0.99999998, + 0.40000001 -5.4999997 0,0.40000001 -5.4999997 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_42 Normal { vector [ + 0.70710779 0.70710577 0,0.70710779 0.70710577 0, + 0.70710776 0.7071058 0,0.70710776 0.7071058 0, + 0.70710779 0.70710577 0,0.70710779 0.70710577 0] } +} +} +] } +DEF TXFM_46 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_43 Shape { + appearance USE APP_1 + geometry DEF FACE_43 IndexedFaceSet { + coord DEF COORD_43 Coordinate { point [ + -0.49999999 -6.4000002 0,-0.40000001 -6.5000001 0, + -0.49999999 -6.4000002 0.99999998,-0.49999999 -6.4000002 0.99999998, + -0.40000001 -6.5000001 0,-0.40000001 -6.5000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_43 Normal { vector [ + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_47 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_44 Shape { + appearance USE APP_1 + geometry DEF FACE_44 IndexedFaceSet { + coord DEF COORD_44 Coordinate { point [ + 0.49999999 -6.4000002 0,0.49999999 -5.6 0, + 0.49999999 -6.4000002 0.99999998,0.49999999 -6.4000002 0.99999998, + 0.49999999 -5.6 0,0.49999999 -5.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_44 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_48 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_45 Shape { + appearance USE APP_1 + geometry DEF FACE_45 IndexedFaceSet { + coord DEF COORD_45 Coordinate { point [ + -0.40000001 -6.5000001 0,-0.49999999 -6.6 0, + -0.40000001 -6.5000001 0.99999998,-0.40000001 -6.5000001 0.99999998, + -0.49999999 -6.6 0,-0.49999999 -6.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_45 Normal { vector [ + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_49 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_46 Shape { + appearance USE APP_1 + geometry DEF FACE_46 IndexedFaceSet { + coord DEF COORD_46 Coordinate { point [ + 0.40000001 -6.5000001 0,0.49999999 -6.4000002 0, + 0.40000001 -6.5000001 0.99999998,0.40000001 -6.5000001 0.99999998, + 0.49999999 -6.4000002 0,0.49999999 -6.4000002 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_46 Normal { vector [ + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710645 -0.70710711 0,0.70710645 -0.70710711 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_50 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_47 Shape { + appearance USE APP_1 + geometry DEF FACE_47 IndexedFaceSet { + coord DEF COORD_47 Coordinate { point [ + -0.49999999 -6.6 0,-0.49999999 -7.3999998 0, + -0.49999999 -6.6 0.99999998,-0.49999999 -6.6 0.99999998, + -0.49999999 -7.3999998 0,-0.49999999 -7.3999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_47 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_51 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_48 Shape { + appearance USE APP_1 + geometry DEF FACE_48 IndexedFaceSet { + coord DEF COORD_48 Coordinate { point [ + 0.49999999 -6.6 0,0.40000001 -6.5000001 0, + 0.49999999 -6.6 0.99999998,0.49999999 -6.6 0.99999998, + 0.40000001 -6.5000001 0,0.40000001 -6.5000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_48 Normal { vector [ + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_52 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_49 Shape { + appearance USE APP_1 + geometry DEF FACE_49 IndexedFaceSet { + coord DEF COORD_49 Coordinate { point [ + -0.49999999 -7.3999998 0,-0.40000001 -7.4999997 0, + -0.49999999 -7.3999998 0.99999998,-0.49999999 -7.3999998 0.99999998, + -0.40000001 -7.4999997 0,-0.40000001 -7.4999997 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_49 Normal { vector [ + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_53 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_50 Shape { + appearance USE APP_1 + geometry DEF FACE_50 IndexedFaceSet { + coord DEF COORD_50 Coordinate { point [ + 0.49999999 -7.3999998 0,0.49999999 -6.6 0, + 0.49999999 -7.3999998 0.99999998,0.49999999 -7.3999998 0.99999998, + 0.49999999 -6.6 0,0.49999999 -6.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_50 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_54 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_51 Shape { + appearance USE APP_1 + geometry DEF FACE_51 IndexedFaceSet { + coord DEF COORD_51 Coordinate { point [ + -0.40000001 -7.4999997 0,-0.49999999 -7.5999996 0, + -0.40000001 -7.4999997 0.99999998,-0.40000001 -7.4999997 0.99999998, + -0.49999999 -7.5999996 0,-0.49999999 -7.5999996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_51 Normal { vector [ + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_55 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_52 Shape { + appearance USE APP_1 + geometry DEF FACE_52 IndexedFaceSet { + coord DEF COORD_52 Coordinate { point [ + 0.40000001 -7.4999997 0,0.49999999 -7.3999998 0, + 0.40000001 -7.4999997 0.99999998,0.40000001 -7.4999997 0.99999998, + 0.49999999 -7.3999998 0,0.49999999 -7.3999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_52 Normal { vector [ + 0.70710645 -0.70710711 0,0.70710648 -0.70710708 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_56 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_53 Shape { + appearance USE APP_1 + geometry DEF FACE_53 IndexedFaceSet { + coord DEF COORD_53 Coordinate { point [ + -0.49999999 -7.5999996 0,-0.49999999 -8.3999994 0, + -0.49999999 -7.5999996 0.99999998,-0.49999999 -7.5999996 0.99999998, + -0.49999999 -8.3999994 0,-0.49999999 -8.3999994 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_53 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_57 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_54 Shape { + appearance USE APP_1 + geometry DEF FACE_54 IndexedFaceSet { + coord DEF COORD_54 Coordinate { point [ + 0.49999999 -7.5999996 0,0.40000001 -7.4999997 0, + 0.49999999 -7.5999996 0.99999998,0.49999999 -7.5999996 0.99999998, + 0.40000001 -7.4999997 0,0.40000001 -7.4999997 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_54 Normal { vector [ + 0.70710651 0.70710705 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_58 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_55 Shape { + appearance USE APP_1 + geometry DEF FACE_55 IndexedFaceSet { + coord DEF COORD_55 Coordinate { point [ + -0.49999999 -8.3999994 0,-0.40000001 -8.5000001 0, + -0.49999999 -8.3999994 0.99999998,-0.49999999 -8.3999994 0.99999998, + -0.40000001 -8.5000001 0,-0.40000001 -8.5000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_55 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710908 -0.70710449 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710908 -0.70710449 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_59 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_56 Shape { + appearance USE APP_1 + geometry DEF FACE_56 IndexedFaceSet { + coord DEF COORD_56 Coordinate { point [ + 0.49999999 -8.3999994 0,0.49999999 -7.5999996 0, + 0.49999999 -8.3999994 0.99999998,0.49999999 -8.3999994 0.99999998, + 0.49999999 -7.5999996 0,0.49999999 -7.5999996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_56 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_60 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_57 Shape { + appearance USE APP_1 + geometry DEF FACE_57 IndexedFaceSet { + coord DEF COORD_57 Coordinate { point [ + -0.40000001 -8.5000001 0,-0.49999999 -8.5999999 0, + -0.40000001 -8.5000001 0.99999998,-0.40000001 -8.5000001 0.99999998, + -0.49999999 -8.5999999 0,-0.49999999 -8.5999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_57 Normal { vector [ + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_61 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_58 Shape { + appearance USE APP_1 + geometry DEF FACE_58 IndexedFaceSet { + coord DEF COORD_58 Coordinate { point [ + 0.40000001 -8.5000001 0,0.49999999 -8.3999994 0, + 0.40000001 -8.5000001 0.99999998,0.40000001 -8.5000001 0.99999998, + 0.49999999 -8.3999994 0,0.49999999 -8.3999994 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_58 Normal { vector [ + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_62 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_59 Shape { + appearance USE APP_1 + geometry DEF FACE_59 IndexedFaceSet { + coord DEF COORD_59 Coordinate { point [ + -0.49999999 -8.5999999 0,-0.49999999 -9.3999998 0, + -0.49999999 -8.5999999 0.99999998,-0.49999999 -8.5999999 0.99999998, + -0.49999999 -9.3999998 0,-0.49999999 -9.3999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_59 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_63 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_60 Shape { + appearance USE APP_1 + geometry DEF FACE_60 IndexedFaceSet { + coord DEF COORD_60 Coordinate { point [ + 0.49999999 -8.5999999 0,0.40000001 -8.5000001 0, + 0.49999999 -8.5999999 0.99999998,0.49999999 -8.5999999 0.99999998, + 0.40000001 -8.5000001 0,0.40000001 -8.5000001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_60 Normal { vector [ + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_64 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_61 Shape { + appearance USE APP_1 + geometry DEF FACE_61 IndexedFaceSet { + coord DEF COORD_61 Coordinate { point [ + -0.49999999 -9.3999998 0,-0.40000001 -9.4999997 0, + -0.49999999 -9.3999998 0.99999998,-0.49999999 -9.3999998 0.99999998, + -0.40000001 -9.4999997 0,-0.40000001 -9.4999997 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_61 Normal { vector [ + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710651 -0.70710705 0,-0.70710651 -0.70710705 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_65 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_62 Shape { + appearance USE APP_1 + geometry DEF FACE_62 IndexedFaceSet { + coord DEF COORD_62 Coordinate { point [ + 0.49999999 -9.3999998 0,0.49999999 -8.5999999 0, + 0.49999999 -9.3999998 0.99999998,0.49999999 -9.3999998 0.99999998, + 0.49999999 -8.5999999 0,0.49999999 -8.5999999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_62 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_66 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_63 Shape { + appearance USE APP_1 + geometry DEF FACE_63 IndexedFaceSet { + coord DEF COORD_63 Coordinate { point [ + -0.40000001 -9.4999997 0,-0.49999999 -9.6000003 0, + -0.40000001 -9.4999997 0.99999998,-0.40000001 -9.4999997 0.99999998, + -0.49999999 -9.6000003 0,-0.49999999 -9.6000003 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_63 Normal { vector [ + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_67 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_64 Shape { + appearance USE APP_1 + geometry DEF FACE_64 IndexedFaceSet { + coord DEF COORD_64 Coordinate { point [ + 0.40000001 -9.4999997 0,0.49999999 -9.3999998 0, + 0.40000001 -9.4999997 0.99999998,0.40000001 -9.4999997 0.99999998, + 0.49999999 -9.3999998 0,0.49999999 -9.3999998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_64 Normal { vector [ + 0.70710645 -0.70710711 0,0.70710648 -0.70710708 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_68 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_65 Shape { + appearance USE APP_1 + geometry DEF FACE_65 IndexedFaceSet { + coord DEF COORD_65 Coordinate { point [ + -0.49999999 -9.6000003 0,-0.49999999 -10.399999 0, + -0.49999999 -9.6000003 0.99999998,-0.49999999 -9.6000003 0.99999998, + -0.49999999 -10.399999 0,-0.49999999 -10.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_65 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_69 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_66 Shape { + appearance USE APP_1 + geometry DEF FACE_66 IndexedFaceSet { + coord DEF COORD_66 Coordinate { point [ + 0.49999999 -9.6000003 0,0.40000001 -9.4999997 0, + 0.49999999 -9.6000003 0.99999998,0.49999999 -9.6000003 0.99999998, + 0.40000001 -9.4999997 0,0.40000001 -9.4999997 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_66 Normal { vector [ + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710908 0.70710449 0,0.70710908 0.70710449 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_70 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_67 Shape { + appearance USE APP_1 + geometry DEF FACE_67 IndexedFaceSet { + coord DEF COORD_67 Coordinate { point [ + -0.49999999 -10.399999 0,-0.40000001 -10.5 0, + -0.49999999 -10.399999 0.99999998,-0.49999999 -10.399999 0.99999998, + -0.40000001 -10.5 0,-0.40000001 -10.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_67 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_71 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_68 Shape { + appearance USE APP_1 + geometry DEF FACE_68 IndexedFaceSet { + coord DEF COORD_68 Coordinate { point [ + 0.49999999 -10.399999 0,0.49999999 -9.6000003 0, + 0.49999999 -10.399999 0.99999998,0.49999999 -10.399999 0.99999998, + 0.49999999 -9.6000003 0,0.49999999 -9.6000003 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_68 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_72 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_69 Shape { + appearance USE APP_1 + geometry DEF FACE_69 IndexedFaceSet { + coord DEF COORD_69 Coordinate { point [ + -0.40000001 -10.5 0,-0.49999999 -10.6 0, + -0.40000001 -10.5 0.99999998,-0.40000001 -10.5 0.99999998, + -0.49999999 -10.6 0,-0.49999999 -10.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_69 Normal { vector [ + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0, + -0.70710648 0.70710708 0,-0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_73 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_70 Shape { + appearance USE APP_1 + geometry DEF FACE_70 IndexedFaceSet { + coord DEF COORD_70 Coordinate { point [ + 0.40000001 -10.5 0,0.49999999 -10.399999 0, + 0.40000001 -10.5 0.99999998,0.40000001 -10.5 0.99999998, + 0.49999999 -10.399999 0,0.49999999 -10.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_70 Normal { vector [ + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710908 -0.70710449 0,0.70710908 -0.70710449 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_74 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_71 Shape { + appearance USE APP_1 + geometry DEF FACE_71 IndexedFaceSet { + coord DEF COORD_71 Coordinate { point [ + -0.49999999 -10.6 0,-0.49999999 -11.4 0, + -0.49999999 -10.6 0.99999998,-0.49999999 -10.6 0.99999998, + -0.49999999 -11.4 0,-0.49999999 -11.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_71 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_75 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_72 Shape { + appearance USE APP_1 + geometry DEF FACE_72 IndexedFaceSet { + coord DEF COORD_72 Coordinate { point [ + 0.49999999 -10.6 0,0.40000001 -10.5 0, + 0.49999999 -10.6 0.99999998,0.49999999 -10.6 0.99999998, + 0.40000001 -10.5 0,0.40000001 -10.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_72 Normal { vector [ + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0, + 0.70710648 0.70710708 0,0.70710648 0.70710708 0] } +} +} +] } +DEF TXFM_76 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_73 Shape { + appearance USE APP_1 + geometry DEF FACE_73 IndexedFaceSet { + coord DEF COORD_73 Coordinate { point [ + -0.49999999 -11.4 0,-0.40000001 -11.5 0, + -0.49999999 -11.4 0.99999998,-0.49999999 -11.4 0.99999998, + -0.40000001 -11.5 0,-0.40000001 -11.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_73 Normal { vector [ + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0, + -0.70710648 -0.70710708 0,-0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_77 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_74 Shape { + appearance USE APP_1 + geometry DEF FACE_74 IndexedFaceSet { + coord DEF COORD_74 Coordinate { point [ + 0.49999999 -11.4 0,0.49999999 -10.6 0, + 0.49999999 -11.4 0.99999998,0.49999999 -11.4 0.99999998, + 0.49999999 -10.6 0,0.49999999 -10.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_74 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_78 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_75 Shape { + appearance USE APP_1 + geometry DEF FACE_75 IndexedFaceSet { + coord DEF COORD_75 Coordinate { point [ + -0.40000001 -11.5 0,-0.49999999 -11.6 0, + -0.40000001 -11.5 0.99999998,-0.40000001 -11.5 0.99999998, + -0.49999999 -11.6 0,-0.49999999 -11.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_75 Normal { vector [ + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710908 0.70710449 0,-0.70710908 0.70710449 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_79 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_76 Shape { + appearance USE APP_1 + geometry DEF FACE_76 IndexedFaceSet { + coord DEF COORD_76 Coordinate { point [ + 0.40000001 -11.5 0,0.49999999 -11.4 0, + 0.40000001 -11.5 0.99999998,0.40000001 -11.5 0.99999998, + 0.49999999 -11.4 0,0.49999999 -11.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_76 Normal { vector [ + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0, + 0.70710645 -0.70710711 0,0.70710645 -0.70710711 0, + 0.70710648 -0.70710708 0,0.70710648 -0.70710708 0] } +} +} +] } +DEF TXFM_80 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_77 Shape { + appearance USE APP_1 + geometry DEF FACE_77 IndexedFaceSet { + coord DEF COORD_77 Coordinate { point [ + -0.49999999 -11.6 0,-0.49999999 -12.399999 0, + -0.49999999 -11.6 0.99999998,-0.49999999 -11.6 0.99999998, + -0.49999999 -12.399999 0,-0.49999999 -12.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_77 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_81 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_78 Shape { + appearance USE APP_1 + geometry DEF FACE_78 IndexedFaceSet { + coord DEF COORD_78 Coordinate { point [ + 0.49999999 -11.6 0,0.40000001 -11.5 0, + 0.49999999 -11.6 0.99999998,0.49999999 -11.6 0.99999998, + 0.40000001 -11.5 0,0.40000001 -11.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_78 Normal { vector [ + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_82 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_79 Shape { + appearance USE APP_1 + geometry DEF FACE_79 IndexedFaceSet { + coord DEF COORD_79 Coordinate { point [ + -0.49999999 -12.399999 0,-0.40000001 -12.5 0, + -0.49999999 -12.399999 0.99999998,-0.49999999 -12.399999 0.99999998, + -0.40000001 -12.5 0,-0.40000001 -12.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_79 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_83 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_80 Shape { + appearance USE APP_1 + geometry DEF FACE_80 IndexedFaceSet { + coord DEF COORD_80 Coordinate { point [ + 0.49999999 -12.399999 0,0.49999999 -11.6 0, + 0.49999999 -12.399999 0.99999998,0.49999999 -12.399999 0.99999998, + 0.49999999 -11.6 0,0.49999999 -11.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_80 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_84 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_81 Shape { + appearance USE APP_1 + geometry DEF FACE_81 IndexedFaceSet { + coord DEF COORD_81 Coordinate { point [ + -0.40000001 -12.5 0,-0.49999999 -12.600001 0, + -0.40000001 -12.5 0.99999998,-0.40000001 -12.5 0.99999998, + -0.49999999 -12.600001 0,-0.49999999 -12.600001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_81 Normal { vector [ + -0.70710908 0.70710449 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_85 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_82 Shape { + appearance USE APP_1 + geometry DEF FACE_82 IndexedFaceSet { + coord DEF COORD_82 Coordinate { point [ + 0.40000001 -12.5 0,0.49999999 -12.399999 0, + 0.40000001 -12.5 0.99999998,0.40000001 -12.5 0.99999998, + 0.49999999 -12.399999 0,0.49999999 -12.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_82 Normal { vector [ + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_86 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_83 Shape { + appearance USE APP_1 + geometry DEF FACE_83 IndexedFaceSet { + coord DEF COORD_83 Coordinate { point [ + -0.49999999 -12.600001 0,-0.49999999 -13.4 0, + -0.49999999 -12.600001 0.99999998,-0.49999999 -12.600001 0.99999998, + -0.49999999 -13.4 0,-0.49999999 -13.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_83 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_87 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_84 Shape { + appearance USE APP_1 + geometry DEF FACE_84 IndexedFaceSet { + coord DEF COORD_84 Coordinate { point [ + 0.49999999 -12.600001 0,0.40000001 -12.5 0, + 0.49999999 -12.600001 0.99999998,0.49999999 -12.600001 0.99999998, + 0.40000001 -12.5 0,0.40000001 -12.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_84 Normal { vector [ + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_88 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_85 Shape { + appearance USE APP_1 + geometry DEF FACE_85 IndexedFaceSet { + coord DEF COORD_85 Coordinate { point [ + -0.49999999 -13.4 0,-0.40000001 -13.5 0, + -0.49999999 -13.4 0.99999998,-0.49999999 -13.4 0.99999998, + -0.40000001 -13.5 0,-0.40000001 -13.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_85 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_89 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_86 Shape { + appearance USE APP_1 + geometry DEF FACE_86 IndexedFaceSet { + coord DEF COORD_86 Coordinate { point [ + 0.49999999 -13.4 0,0.49999999 -12.600001 0, + 0.49999999 -13.4 0.99999998,0.49999999 -13.4 0.99999998, + 0.49999999 -12.600001 0,0.49999999 -12.600001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_86 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_90 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_87 Shape { + appearance USE APP_1 + geometry DEF FACE_87 IndexedFaceSet { + coord DEF COORD_87 Coordinate { point [ + -0.40000001 -13.5 0,-0.49999999 -13.599999 0, + -0.40000001 -13.5 0.99999998,-0.40000001 -13.5 0.99999998, + -0.49999999 -13.599999 0,-0.49999999 -13.599999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_87 Normal { vector [ + -0.70710386 0.7071097 0,-0.70710383 0.70710973 0, + -0.70710383 0.70710973 0,-0.70710383 0.70710973 0, + -0.70710383 0.70710973 0,-0.70710383 0.70710973 0] } +} +} +] } +DEF TXFM_91 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_88 Shape { + appearance USE APP_1 + geometry DEF FACE_88 IndexedFaceSet { + coord DEF COORD_88 Coordinate { point [ + 0.40000001 -13.5 0,0.49999999 -13.4 0, + 0.40000001 -13.5 0.99999998,0.40000001 -13.5 0.99999998, + 0.49999999 -13.4 0,0.49999999 -13.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_88 Normal { vector [ + 0.70710914 -0.70710443 0,0.70710911 -0.70710446 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_92 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_89 Shape { + appearance USE APP_1 + geometry DEF FACE_89 IndexedFaceSet { + coord DEF COORD_89 Coordinate { point [ + -0.49999999 -13.599999 0,-0.49999999 -14.4 0, + -0.49999999 -13.599999 0.99999998,-0.49999999 -13.599999 0.99999998, + -0.49999999 -14.4 0,-0.49999999 -14.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_89 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_93 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_90 Shape { + appearance USE APP_1 + geometry DEF FACE_90 IndexedFaceSet { + coord DEF COORD_90 Coordinate { point [ + 0.49999999 -13.599999 0,0.40000001 -13.5 0, + 0.49999999 -13.599999 0.99999998,0.49999999 -13.599999 0.99999998, + 0.40000001 -13.5 0,0.40000001 -13.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_90 Normal { vector [ + 0.70710383 0.70710973 0,0.70710383 0.70710973 0, + 0.70710383 0.70710973 0,0.70710383 0.70710973 0, + 0.70710383 0.70710973 0,0.70710383 0.70710973 0] } +} +} +] } +DEF TXFM_94 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_91 Shape { + appearance USE APP_1 + geometry DEF FACE_91 IndexedFaceSet { + coord DEF COORD_91 Coordinate { point [ + -0.49999999 -14.4 0,-0.40000001 -14.499999 0, + -0.49999999 -14.4 0.99999998,-0.49999999 -14.4 0.99999998, + -0.40000001 -14.499999 0,-0.40000001 -14.499999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_91 Normal { vector [ + -0.70710383 -0.70710973 0,-0.70710383 -0.70710973 0, + -0.70710383 -0.70710973 0,-0.70710383 -0.70710973 0, + -0.70710383 -0.70710973 0,-0.70710383 -0.70710973 0] } +} +} +] } +DEF TXFM_95 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_92 Shape { + appearance USE APP_1 + geometry DEF FACE_92 IndexedFaceSet { + coord DEF COORD_92 Coordinate { point [ + 0.49999999 -14.4 0,0.49999999 -13.599999 0, + 0.49999999 -14.4 0.99999998,0.49999999 -14.4 0.99999998, + 0.49999999 -13.599999 0,0.49999999 -13.599999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_92 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_96 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_93 Shape { + appearance USE APP_1 + geometry DEF FACE_93 IndexedFaceSet { + coord DEF COORD_93 Coordinate { point [ + -0.40000001 -14.499999 0,-0.49999999 -14.6 0, + -0.40000001 -14.499999 0.99999998,-0.40000001 -14.499999 0.99999998, + -0.49999999 -14.6 0,-0.49999999 -14.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_93 Normal { vector [ + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_97 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_94 Shape { + appearance USE APP_1 + geometry DEF FACE_94 IndexedFaceSet { + coord DEF COORD_94 Coordinate { point [ + 0.40000001 -14.499999 0,0.49999999 -14.4 0, + 0.40000001 -14.499999 0.99999998,0.40000001 -14.499999 0.99999998, + 0.49999999 -14.4 0,0.49999999 -14.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_94 Normal { vector [ + 0.70710383 -0.70710973 0,0.70710386 -0.7071097 0, + 0.70710383 -0.70710973 0,0.70710383 -0.70710973 0, + 0.70710386 -0.7071097 0,0.70710383 -0.70710973 0] } +} +} +] } +DEF TXFM_98 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_95 Shape { + appearance USE APP_1 + geometry DEF FACE_95 IndexedFaceSet { + coord DEF COORD_95 Coordinate { point [ + -0.49999999 -14.6 0,-0.49999999 -15.399999 0, + -0.49999999 -14.6 0.99999998,-0.49999999 -14.6 0.99999998, + -0.49999999 -15.399999 0,-0.49999999 -15.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_95 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_99 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_96 Shape { + appearance USE APP_1 + geometry DEF FACE_96 IndexedFaceSet { + coord DEF COORD_96 Coordinate { point [ + 0.49999999 -14.6 0,0.40000001 -14.499999 0, + 0.49999999 -14.6 0.99999998,0.49999999 -14.6 0.99999998, + 0.40000001 -14.499999 0,0.40000001 -14.499999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_96 Normal { vector [ + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_100 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_97 Shape { + appearance USE APP_1 + geometry DEF FACE_97 IndexedFaceSet { + coord DEF COORD_97 Coordinate { point [ + -0.49999999 -15.399999 0,-0.40000001 -15.5 0, + -0.49999999 -15.399999 0.99999998,-0.49999999 -15.399999 0.99999998, + -0.40000001 -15.5 0,-0.40000001 -15.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_97 Normal { vector [ + -0.70710905 -0.70710452 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_101 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_98 Shape { + appearance USE APP_1 + geometry DEF FACE_98 IndexedFaceSet { + coord DEF COORD_98 Coordinate { point [ + 0.49999999 -15.399999 0,0.49999999 -14.6 0, + 0.49999999 -15.399999 0.99999998,0.49999999 -15.399999 0.99999998, + 0.49999999 -14.6 0,0.49999999 -14.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_98 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_102 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_99 Shape { + appearance USE APP_1 + geometry DEF FACE_99 IndexedFaceSet { + coord DEF COORD_99 Coordinate { point [ + -0.40000001 -15.5 0,-0.49999999 -15.6 0, + -0.40000001 -15.5 0.99999998,-0.40000001 -15.5 0.99999998, + -0.49999999 -15.6 0,-0.49999999 -15.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_99 Normal { vector [ + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_103 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_100 Shape { + appearance USE APP_1 + geometry DEF FACE_100 IndexedFaceSet { + coord DEF COORD_100 Coordinate { point [ + 0.40000001 -15.5 0,0.49999999 -15.399999 0, + 0.40000001 -15.5 0.99999998,0.40000001 -15.5 0.99999998, + 0.49999999 -15.399999 0,0.49999999 -15.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_100 Normal { vector [ + 0.70710911 -0.70710446 0,0.70710908 -0.70710449 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710908 -0.70710449 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_104 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_101 Shape { + appearance USE APP_1 + geometry DEF FACE_101 IndexedFaceSet { + coord DEF COORD_101 Coordinate { point [ + -0.49999999 -15.6 0,-0.49999999 -16.399999 0, + -0.49999999 -15.6 0.99999998,-0.49999999 -15.6 0.99999998, + -0.49999999 -16.399999 0,-0.49999999 -16.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_101 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_105 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_102 Shape { + appearance USE APP_1 + geometry DEF FACE_102 IndexedFaceSet { + coord DEF COORD_102 Coordinate { point [ + 0.49999999 -15.6 0,0.40000001 -15.5 0, + 0.49999999 -15.6 0.99999998,0.49999999 -15.6 0.99999998, + 0.40000001 -15.5 0,0.40000001 -15.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_102 Normal { vector [ + 0.70710914 0.70710443 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_106 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_103 Shape { + appearance USE APP_1 + geometry DEF FACE_103 IndexedFaceSet { + coord DEF COORD_103 Coordinate { point [ + -0.49999999 -16.399999 0,-0.40000001 -16.5 0, + -0.49999999 -16.399999 0.99999998,-0.49999999 -16.399999 0.99999998, + -0.40000001 -16.5 0,-0.40000001 -16.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_103 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_107 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_104 Shape { + appearance USE APP_1 + geometry DEF FACE_104 IndexedFaceSet { + coord DEF COORD_104 Coordinate { point [ + 0.49999999 -16.399999 0,0.49999999 -15.6 0, + 0.49999999 -16.399999 0.99999998,0.49999999 -16.399999 0.99999998, + 0.49999999 -15.6 0,0.49999999 -15.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_104 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_108 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_105 Shape { + appearance USE APP_1 + geometry DEF FACE_105 IndexedFaceSet { + coord DEF COORD_105 Coordinate { point [ + -0.40000001 -16.5 0,-0.49999999 -16.600001 0, + -0.40000001 -16.5 0.99999998,-0.40000001 -16.5 0.99999998, + -0.49999999 -16.600001 0,-0.49999999 -16.600001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_105 Normal { vector [ + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_109 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_106 Shape { + appearance USE APP_1 + geometry DEF FACE_106 IndexedFaceSet { + coord DEF COORD_106 Coordinate { point [ + 0.40000001 -16.5 0,0.49999999 -16.399999 0, + 0.40000001 -16.5 0.99999998,0.40000001 -16.5 0.99999998, + 0.49999999 -16.399999 0,0.49999999 -16.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_106 Normal { vector [ + 0.70710908 -0.70710449 0,0.70710914 -0.70710443 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710914 -0.70710443 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_110 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_107 Shape { + appearance USE APP_1 + geometry DEF FACE_107 IndexedFaceSet { + coord DEF COORD_107 Coordinate { point [ + -0.49999999 -16.600001 0,-0.49999999 -17.4 0, + -0.49999999 -16.600001 0.99999998,-0.49999999 -16.600001 0.99999998, + -0.49999999 -17.4 0,-0.49999999 -17.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_107 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_111 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_108 Shape { + appearance USE APP_1 + geometry DEF FACE_108 IndexedFaceSet { + coord DEF COORD_108 Coordinate { point [ + 0.49999999 -16.600001 0,0.40000001 -16.5 0, + 0.49999999 -16.600001 0.99999998,0.49999999 -16.600001 0.99999998, + 0.40000001 -16.5 0,0.40000001 -16.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_108 Normal { vector [ + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_112 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_109 Shape { + appearance USE APP_1 + geometry DEF FACE_109 IndexedFaceSet { + coord DEF COORD_109 Coordinate { point [ + -0.49999999 -17.4 0,-0.40000001 -17.5 0, + -0.49999999 -17.4 0.99999998,-0.49999999 -17.4 0.99999998, + -0.40000001 -17.5 0,-0.40000001 -17.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_109 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_113 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_110 Shape { + appearance USE APP_1 + geometry DEF FACE_110 IndexedFaceSet { + coord DEF COORD_110 Coordinate { point [ + 0.49999999 -17.4 0,0.49999999 -16.600001 0, + 0.49999999 -17.4 0.99999998,0.49999999 -17.4 0.99999998, + 0.49999999 -16.600001 0,0.49999999 -16.600001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_110 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_114 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_111 Shape { + appearance USE APP_1 + geometry DEF FACE_111 IndexedFaceSet { + coord DEF COORD_111 Coordinate { point [ + -0.40000001 -17.5 0,-0.49999999 -17.599999 0, + -0.40000001 -17.5 0.99999998,-0.40000001 -17.5 0.99999998, + -0.49999999 -17.599999 0,-0.49999999 -17.599999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_111 Normal { vector [ + -0.70710383 0.70710973 0,-0.7071038 0.70710976 0, + -0.70710383 0.70710973 0,-0.70710383 0.70710973 0, + -0.7071038 0.70710976 0,-0.70710383 0.70710973 0] } +} +} +] } +DEF TXFM_115 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_112 Shape { + appearance USE APP_1 + geometry DEF FACE_112 IndexedFaceSet { + coord DEF COORD_112 Coordinate { point [ + 0.40000001 -17.5 0,0.49999999 -17.4 0, + 0.40000001 -17.5 0.99999998,0.40000001 -17.5 0.99999998, + 0.49999999 -17.4 0,0.49999999 -17.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_112 Normal { vector [ + 0.70710911 -0.70710446 0,0.70710914 -0.70710443 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710914 -0.70710443 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_116 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_113 Shape { + appearance USE APP_1 + geometry DEF FACE_113 IndexedFaceSet { + coord DEF COORD_113 Coordinate { point [ + -0.49999999 -17.599999 0,-0.49999999 -18.4 0, + -0.49999999 -17.599999 0.99999998,-0.49999999 -17.599999 0.99999998, + -0.49999999 -18.4 0,-0.49999999 -18.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_113 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_117 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_114 Shape { + appearance USE APP_1 + geometry DEF FACE_114 IndexedFaceSet { + coord DEF COORD_114 Coordinate { point [ + 0.49999999 -17.599999 0,0.40000001 -17.5 0, + 0.49999999 -17.599999 0.99999998,0.49999999 -17.599999 0.99999998, + 0.40000001 -17.5 0,0.40000001 -17.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_114 Normal { vector [ + 0.70710383 0.70710973 0,0.70710383 0.70710973 0, + 0.70710383 0.70710973 0,0.70710383 0.70710973 0, + 0.70710383 0.70710973 0,0.70710383 0.70710973 0] } +} +} +] } +DEF TXFM_118 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_115 Shape { + appearance USE APP_1 + geometry DEF FACE_115 IndexedFaceSet { + coord DEF COORD_115 Coordinate { point [ + -0.49999999 -18.4 0,-0.40000001 -18.499999 0, + -0.49999999 -18.4 0.99999998,-0.49999999 -18.4 0.99999998, + -0.40000001 -18.499999 0,-0.40000001 -18.499999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_115 Normal { vector [ + -0.70710383 -0.70710973 0,-0.70710386 -0.7071097 0, + -0.70710383 -0.70710973 0,-0.70710383 -0.70710973 0, + -0.70710386 -0.7071097 0,-0.70710383 -0.70710973 0] } +} +} +] } +DEF TXFM_119 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_116 Shape { + appearance USE APP_1 + geometry DEF FACE_116 IndexedFaceSet { + coord DEF COORD_116 Coordinate { point [ + 0.49999999 -18.4 0,0.49999999 -17.599999 0, + 0.49999999 -18.4 0.99999998,0.49999999 -18.4 0.99999998, + 0.49999999 -17.599999 0,0.49999999 -17.599999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_116 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_120 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_117 Shape { + appearance USE APP_1 + geometry DEF FACE_117 IndexedFaceSet { + coord DEF COORD_117 Coordinate { point [ + -0.40000001 -18.499999 0,-0.49999999 -18.6 0, + -0.40000001 -18.499999 0.99999998,-0.40000001 -18.499999 0.99999998, + -0.49999999 -18.6 0,-0.49999999 -18.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_117 Normal { vector [ + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0, + -0.70710911 0.70710446 0,-0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_121 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_118 Shape { + appearance USE APP_1 + geometry DEF FACE_118 IndexedFaceSet { + coord DEF COORD_118 Coordinate { point [ + 0.40000001 -18.499999 0,0.49999999 -18.4 0, + 0.40000001 -18.499999 0.99999998,0.40000001 -18.499999 0.99999998, + 0.49999999 -18.4 0,0.49999999 -18.4 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_118 Normal { vector [ + 0.70710383 -0.70710973 0,0.70710383 -0.70710973 0, + 0.70710383 -0.70710973 0,0.70710383 -0.70710973 0, + 0.70710383 -0.70710973 0,0.70710383 -0.70710973 0] } +} +} +] } +DEF TXFM_122 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_119 Shape { + appearance USE APP_1 + geometry DEF FACE_119 IndexedFaceSet { + coord DEF COORD_119 Coordinate { point [ + -0.49999999 -18.6 0,-0.49999999 -19.399999 0, + -0.49999999 -18.6 0.99999998,-0.49999999 -18.6 0.99999998, + -0.49999999 -19.399999 0,-0.49999999 -19.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_119 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_123 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_120 Shape { + appearance USE APP_1 + geometry DEF FACE_120 IndexedFaceSet { + coord DEF COORD_120 Coordinate { point [ + 0.49999999 -18.6 0,0.40000001 -18.499999 0, + 0.49999999 -18.6 0.99999998,0.49999999 -18.6 0.99999998, + 0.40000001 -18.499999 0,0.40000001 -18.499999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_120 Normal { vector [ + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0, + 0.70710911 0.70710446 0,0.70710911 0.70710446 0] } +} +} +] } +DEF TXFM_124 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_121 Shape { + appearance USE APP_1 + geometry DEF FACE_121 IndexedFaceSet { + coord DEF COORD_121 Coordinate { point [ + -0.49999999 -19.399999 0,-0.40000001 -19.5 0, + -0.49999999 -19.399999 0.99999998,-0.49999999 -19.399999 0.99999998, + -0.40000001 -19.5 0,-0.40000001 -19.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_121 Normal { vector [ + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0, + -0.70710908 -0.70710449 0,-0.70710908 -0.70710449 0, + -0.70710911 -0.70710446 0,-0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_125 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_122 Shape { + appearance USE APP_1 + geometry DEF FACE_122 IndexedFaceSet { + coord DEF COORD_122 Coordinate { point [ + 0.49999999 -19.399999 0,0.49999999 -18.6 0, + 0.49999999 -19.399999 0.99999998,0.49999999 -19.399999 0.99999998, + 0.49999999 -18.6 0,0.49999999 -18.6 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_122 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_126 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_123 Shape { + appearance USE APP_1 + geometry DEF FACE_123 IndexedFaceSet { + coord DEF COORD_123 Coordinate { point [ + -0.40000001 -19.5 0,0.40000001 -19.5 0, + -0.40000001 -19.5 0.99999998,-0.40000001 -19.5 0.99999998, + 0.40000001 -19.5 0,0.40000001 -19.5 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_123 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_127 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_124 Shape { + appearance USE APP_1 + geometry DEF FACE_124 IndexedFaceSet { + coord DEF COORD_124 Coordinate { point [ + 0.40000001 -19.5 0,0.49999999 -19.399999 0, + 0.40000001 -19.5 0.99999998,0.40000001 -19.5 0.99999998, + 0.49999999 -19.399999 0,0.49999999 -19.399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_124 Normal { vector [ + 0.70710911 -0.70710446 0,0.70710908 -0.70710449 0, + 0.70710911 -0.70710446 0,0.70710911 -0.70710446 0, + 0.70710908 -0.70710449 0,0.70710911 -0.70710446 0] } +} +} +] } +DEF TXFM_128 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_125 Shape { + appearance DEF APP_2 Appearance { + material Material { + ambientIntensity 0.37900001 + diffuseColor 0.85900003 0.73799998 0.49599999 + emissiveColor 0 0 0 + shininess 0.40000001 + specularColor 0.13699999 0.145 0.184 + transparency 0 +} } + geometry DEF FACE_125 IndexedFaceSet { + coord DEF COORD_125 Coordinate { point [ + 0.126 -6.8739996 0,-0.126 -6.8739996 -1.118, + -0.126 -6.8739996 0,0.126 -6.8739996 0, + 0.126 -6.8739996 -1.118,-0.126 -6.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_125 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_129 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_126 Shape { + appearance USE APP_2 + geometry DEF FACE_126 IndexedFaceSet { + coord DEF COORD_126 Coordinate { point [ + -0.126 -6.8739996 -1.118,-0.126 -7.1260002 0, + -0.126 -6.8739996 0,-0.126 -7.1260002 -1.118, + -0.126 -7.1260002 0,-0.126 -6.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_126 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_130 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_127 Shape { + appearance USE APP_2 + geometry DEF FACE_127 IndexedFaceSet { + coord DEF COORD_127 Coordinate { point [ + -0.126 -7.1260002 -1.118,0.126 -7.1260002 0, + -0.126 -7.1260002 0,0.126 -7.1260002 -1.118, + 0.126 -7.1260002 0,-0.126 -7.1260002 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_127 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_131 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_128 Shape { + appearance USE APP_2 + geometry DEF FACE_128 IndexedFaceSet { + coord DEF COORD_128 Coordinate { point [ + 0.126 -7.1260002 0,0.126 -6.8739996 -1.118, + 0.126 -6.8739996 0,0.126 -7.1260002 0, + 0.126 -7.1260002 -1.118,0.126 -6.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_128 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_132 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_129 Shape { + appearance USE APP_2 + geometry DEF FACE_129 IndexedFaceSet { + coord DEF COORD_129 Coordinate { point [ + 0.126 -8.1260005 0,0.126 -7.874 -1.118, + 0.126 -7.874 0,0.126 -8.1260005 0, + 0.126 -8.1260005 -1.118,0.126 -7.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_129 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_133 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_130 Shape { + appearance USE APP_2 + geometry DEF FACE_130 IndexedFaceSet { + coord DEF COORD_130 Coordinate { point [ + 0.126 -7.874 0,-0.126 -7.874 -1.118, + -0.126 -7.874 0,0.126 -7.874 0, + 0.126 -7.874 -1.118,-0.126 -7.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_130 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_134 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_131 Shape { + appearance USE APP_2 + geometry DEF FACE_131 IndexedFaceSet { + coord DEF COORD_131 Coordinate { point [ + -0.126 -7.874 -1.118,-0.126 -8.1260005 0, + -0.126 -7.874 0,-0.126 -8.1260005 -1.118, + -0.126 -8.1260005 0,-0.126 -7.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_131 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_135 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_132 Shape { + appearance USE APP_2 + geometry DEF FACE_132 IndexedFaceSet { + coord DEF COORD_132 Coordinate { point [ + -0.126 -8.1260005 -1.118,0.126 -8.1260005 0, + -0.126 -8.1260005 0,0.126 -8.1260005 -1.118, + 0.126 -8.1260005 0,-0.126 -8.1260005 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_132 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_136 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_133 Shape { + appearance USE APP_2 + geometry DEF FACE_133 IndexedFaceSet { + coord DEF COORD_133 Coordinate { point [ + 0.126 -9.1260001 0,0.126 -8.8739996 -1.118, + 0.126 -8.8739996 0,0.126 -9.1260001 0, + 0.126 -9.1260001 -1.118,0.126 -8.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_133 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_137 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_134 Shape { + appearance USE APP_2 + geometry DEF FACE_134 IndexedFaceSet { + coord DEF COORD_134 Coordinate { point [ + 0.126 -8.8739996 0,-0.126 -8.8739996 -1.118, + -0.126 -8.8739996 0,0.126 -8.8739996 0, + 0.126 -8.8739996 -1.118,-0.126 -8.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_134 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_138 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_135 Shape { + appearance USE APP_2 + geometry DEF FACE_135 IndexedFaceSet { + coord DEF COORD_135 Coordinate { point [ + -0.126 -8.8739996 -1.118,-0.126 -9.1260001 0, + -0.126 -8.8739996 0,-0.126 -9.1260001 -1.118, + -0.126 -9.1260001 0,-0.126 -8.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_135 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_139 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_136 Shape { + appearance USE APP_2 + geometry DEF FACE_136 IndexedFaceSet { + coord DEF COORD_136 Coordinate { point [ + -0.126 -9.1260001 -1.118,0.126 -9.1260001 0, + -0.126 -9.1260001 0,0.126 -9.1260001 -1.118, + 0.126 -9.1260001 0,-0.126 -9.1260001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_136 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_140 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_137 Shape { + appearance USE APP_2 + geometry DEF FACE_137 IndexedFaceSet { + coord DEF COORD_137 Coordinate { point [ + -0.126 -12.126 -1.118,0.126 -12.126 0, + -0.126 -12.126 0,0.126 -12.126 -1.118, + 0.126 -12.126 0,-0.126 -12.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_137 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_141 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_138 Shape { + appearance USE APP_2 + geometry DEF FACE_138 IndexedFaceSet { + coord DEF COORD_138 Coordinate { point [ + 0.126 -12.126 0,0.126 -11.873999 -1.118, + 0.126 -11.873999 0,0.126 -12.126 0, + 0.126 -12.126 -1.118,0.126 -11.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_138 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_142 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_139 Shape { + appearance USE APP_2 + geometry DEF FACE_139 IndexedFaceSet { + coord DEF COORD_139 Coordinate { point [ + 0.126 -11.873999 0,-0.126 -11.873999 -1.118, + -0.126 -11.873999 0,0.126 -11.873999 0, + 0.126 -11.873999 -1.118,-0.126 -11.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_139 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_143 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_140 Shape { + appearance USE APP_2 + geometry DEF FACE_140 IndexedFaceSet { + coord DEF COORD_140 Coordinate { point [ + -0.126 -11.873999 -1.118,-0.126 -12.126 0, + -0.126 -11.873999 0,-0.126 -12.126 -1.118, + -0.126 -12.126 0,-0.126 -11.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_140 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_144 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_141 Shape { + appearance USE APP_2 + geometry DEF FACE_141 IndexedFaceSet { + coord DEF COORD_141 Coordinate { point [ + 0.126 -11.126 0,0.126 -10.874 -1.118, + 0.126 -10.874 0,0.126 -11.126 0, + 0.126 -11.126 -1.118,0.126 -10.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_141 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_145 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_142 Shape { + appearance USE APP_2 + geometry DEF FACE_142 IndexedFaceSet { + coord DEF COORD_142 Coordinate { point [ + 0.126 -10.874 0,-0.126 -10.874 -1.118, + -0.126 -10.874 0,0.126 -10.874 0, + 0.126 -10.874 -1.118,-0.126 -10.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_142 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_146 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_143 Shape { + appearance USE APP_2 + geometry DEF FACE_143 IndexedFaceSet { + coord DEF COORD_143 Coordinate { point [ + -0.126 -10.874 -1.118,-0.126 -11.126 0, + -0.126 -10.874 0,-0.126 -11.126 -1.118, + -0.126 -11.126 0,-0.126 -10.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_143 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_147 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_144 Shape { + appearance USE APP_2 + geometry DEF FACE_144 IndexedFaceSet { + coord DEF COORD_144 Coordinate { point [ + -0.126 -11.126 -1.118,0.126 -11.126 0, + -0.126 -11.126 0,0.126 -11.126 -1.118, + 0.126 -11.126 0,-0.126 -11.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_144 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_148 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_145 Shape { + appearance USE APP_2 + geometry DEF FACE_145 IndexedFaceSet { + coord DEF COORD_145 Coordinate { point [ + 0.126 -10.126001 0,0.126 -9.8739992 -1.118, + 0.126 -9.8739992 0,0.126 -10.126001 0, + 0.126 -10.126001 -1.118,0.126 -9.8739992 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_145 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_149 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_146 Shape { + appearance USE APP_2 + geometry DEF FACE_146 IndexedFaceSet { + coord DEF COORD_146 Coordinate { point [ + 0.126 -9.8739992 0,-0.126 -9.8739992 -1.118, + -0.126 -9.8739992 0,0.126 -9.8739992 0, + 0.126 -9.8739992 -1.118,-0.126 -9.8739992 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_146 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_150 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_147 Shape { + appearance USE APP_2 + geometry DEF FACE_147 IndexedFaceSet { + coord DEF COORD_147 Coordinate { point [ + -0.126 -9.8739992 -1.118,-0.126 -10.126001 0, + -0.126 -9.8739992 0,-0.126 -10.126001 -1.118, + -0.126 -10.126001 0,-0.126 -9.8739992 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_147 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_151 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_148 Shape { + appearance USE APP_2 + geometry DEF FACE_148 IndexedFaceSet { + coord DEF COORD_148 Coordinate { point [ + -0.126 -10.126001 -1.118,0.126 -10.126001 0, + -0.126 -10.126001 0,0.126 -10.126001 -1.118, + 0.126 -10.126001 0,-0.126 -10.126001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_148 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_152 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_149 Shape { + appearance USE APP_2 + geometry DEF FACE_149 IndexedFaceSet { + coord DEF COORD_149 Coordinate { point [ + 0.126 -16.874001 0,-0.126 -16.874001 -1.118, + -0.126 -16.874001 0,0.126 -16.874001 0, + 0.126 -16.874001 -1.118,-0.126 -16.874001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_149 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_153 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_150 Shape { + appearance USE APP_2 + geometry DEF FACE_150 IndexedFaceSet { + coord DEF COORD_150 Coordinate { point [ + -0.126 -16.874001 -1.118,-0.126 -17.125999 0, + -0.126 -16.874001 0,-0.126 -17.125999 -1.118, + -0.126 -17.125999 0,-0.126 -16.874001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_150 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_154 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_151 Shape { + appearance USE APP_2 + geometry DEF FACE_151 IndexedFaceSet { + coord DEF COORD_151 Coordinate { point [ + -0.126 -17.125999 -1.118,0.126 -17.125999 0, + -0.126 -17.125999 0,0.126 -17.125999 -1.118, + 0.126 -17.125999 0,-0.126 -17.125999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_151 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_155 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_152 Shape { + appearance USE APP_2 + geometry DEF FACE_152 IndexedFaceSet { + coord DEF COORD_152 Coordinate { point [ + 0.126 -17.125999 0,0.126 -16.874001 -1.118, + 0.126 -16.874001 0,0.126 -17.125999 0, + 0.126 -17.125999 -1.118,0.126 -16.874001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_152 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_156 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_153 Shape { + appearance USE APP_2 + geometry DEF FACE_153 IndexedFaceSet { + coord DEF COORD_153 Coordinate { point [ + 0.126 -16.125999 0,0.126 -15.873999 -1.118, + 0.126 -15.873999 0,0.126 -16.125999 0, + 0.126 -16.125999 -1.118,0.126 -15.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_153 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_157 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_154 Shape { + appearance USE APP_2 + geometry DEF FACE_154 IndexedFaceSet { + coord DEF COORD_154 Coordinate { point [ + 0.126 -15.873999 0,-0.126 -15.873999 -1.118, + -0.126 -15.873999 0,0.126 -15.873999 0, + 0.126 -15.873999 -1.118,-0.126 -15.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_154 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_158 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_155 Shape { + appearance USE APP_2 + geometry DEF FACE_155 IndexedFaceSet { + coord DEF COORD_155 Coordinate { point [ + -0.126 -15.873999 -1.118,-0.126 -16.125999 0, + -0.126 -15.873999 0,-0.126 -16.125999 -1.118, + -0.126 -16.125999 0,-0.126 -15.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_155 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_159 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_156 Shape { + appearance USE APP_2 + geometry DEF FACE_156 IndexedFaceSet { + coord DEF COORD_156 Coordinate { point [ + -0.126 -16.125999 -1.118,0.126 -16.125999 0, + -0.126 -16.125999 0,0.126 -16.125999 -1.118, + 0.126 -16.125999 0,-0.126 -16.125999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_156 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_160 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_157 Shape { + appearance USE APP_2 + geometry DEF FACE_157 IndexedFaceSet { + coord DEF COORD_157 Coordinate { point [ + -0.126 -15.126 -1.118,0.126 -15.126 0, + -0.126 -15.126 0,0.126 -15.126 -1.118, + 0.126 -15.126 0,-0.126 -15.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_157 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_161 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_158 Shape { + appearance USE APP_2 + geometry DEF FACE_158 IndexedFaceSet { + coord DEF COORD_158 Coordinate { point [ + 0.126 -15.126 0,0.126 -14.873999 -1.118, + 0.126 -14.873999 0,0.126 -15.126 0, + 0.126 -15.126 -1.118,0.126 -14.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_158 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_162 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_159 Shape { + appearance USE APP_2 + geometry DEF FACE_159 IndexedFaceSet { + coord DEF COORD_159 Coordinate { point [ + 0.126 -14.873999 0,-0.126 -14.873999 -1.118, + -0.126 -14.873999 0,0.126 -14.873999 0, + 0.126 -14.873999 -1.118,-0.126 -14.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_159 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_163 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_160 Shape { + appearance USE APP_2 + geometry DEF FACE_160 IndexedFaceSet { + coord DEF COORD_160 Coordinate { point [ + -0.126 -14.873999 -1.118,-0.126 -15.126 0, + -0.126 -14.873999 0,-0.126 -15.126 -1.118, + -0.126 -15.126 0,-0.126 -14.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_160 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_164 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_161 Shape { + appearance USE APP_2 + geometry DEF FACE_161 IndexedFaceSet { + coord DEF COORD_161 Coordinate { point [ + 0.126 -13.126001 0,0.126 -12.874 -1.118, + 0.126 -12.874 0,0.126 -13.126001 0, + 0.126 -13.126001 -1.118,0.126 -12.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_161 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_165 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_162 Shape { + appearance USE APP_2 + geometry DEF FACE_162 IndexedFaceSet { + coord DEF COORD_162 Coordinate { point [ + 0.126 -12.874 0,-0.126 -12.874 -1.118, + -0.126 -12.874 0,0.126 -12.874 0, + 0.126 -12.874 -1.118,-0.126 -12.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_162 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_166 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_163 Shape { + appearance USE APP_2 + geometry DEF FACE_163 IndexedFaceSet { + coord DEF COORD_163 Coordinate { point [ + -0.126 -12.874 -1.118,-0.126 -13.126001 0, + -0.126 -12.874 0,-0.126 -13.126001 -1.118, + -0.126 -13.126001 0,-0.126 -12.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_163 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_167 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_164 Shape { + appearance USE APP_2 + geometry DEF FACE_164 IndexedFaceSet { + coord DEF COORD_164 Coordinate { point [ + -0.126 -13.126001 -1.118,0.126 -13.126001 0, + -0.126 -13.126001 0,0.126 -13.126001 -1.118, + 0.126 -13.126001 0,-0.126 -13.126001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_164 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_168 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_165 Shape { + appearance USE APP_2 + geometry DEF FACE_165 IndexedFaceSet { + coord DEF COORD_165 Coordinate { point [ + 0.126 -13.874 0,-0.126 -13.874 -1.118, + -0.126 -13.874 0,0.126 -13.874 0, + 0.126 -13.874 -1.118,-0.126 -13.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_165 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_169 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_166 Shape { + appearance USE APP_2 + geometry DEF FACE_166 IndexedFaceSet { + coord DEF COORD_166 Coordinate { point [ + -0.126 -13.874 -1.118,-0.126 -14.126 0, + -0.126 -13.874 0,-0.126 -14.126 -1.118, + -0.126 -14.126 0,-0.126 -13.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_166 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_170 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_167 Shape { + appearance USE APP_2 + geometry DEF FACE_167 IndexedFaceSet { + coord DEF COORD_167 Coordinate { point [ + -0.126 -14.126 -1.118,0.126 -14.126 0, + -0.126 -14.126 0,0.126 -14.126 -1.118, + 0.126 -14.126 0,-0.126 -14.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_167 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_171 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_168 Shape { + appearance USE APP_2 + geometry DEF FACE_168 IndexedFaceSet { + coord DEF COORD_168 Coordinate { point [ + 0.126 -14.126 0,0.126 -13.874 -1.118, + 0.126 -13.874 0,0.126 -14.126 0, + 0.126 -14.126 -1.118,0.126 -13.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_168 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_172 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_169 Shape { + appearance USE APP_2 + geometry DEF FACE_169 IndexedFaceSet { + coord DEF COORD_169 Coordinate { point [ + 0.126 -18.126 0,0.126 -17.874 -1.118, + 0.126 -17.874 0,0.126 -18.126 0, + 0.126 -18.126 -1.118,0.126 -17.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_169 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_173 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_170 Shape { + appearance USE APP_2 + geometry DEF FACE_170 IndexedFaceSet { + coord DEF COORD_170 Coordinate { point [ + 0.126 -17.874 0,-0.126 -17.874 -1.118, + -0.126 -17.874 0,0.126 -17.874 0, + 0.126 -17.874 -1.118,-0.126 -17.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_170 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_174 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_171 Shape { + appearance USE APP_2 + geometry DEF FACE_171 IndexedFaceSet { + coord DEF COORD_171 Coordinate { point [ + -0.126 -17.874 -1.118,-0.126 -18.126 0, + -0.126 -17.874 0,-0.126 -18.126 -1.118, + -0.126 -18.126 0,-0.126 -17.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_171 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_175 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_172 Shape { + appearance USE APP_2 + geometry DEF FACE_172 IndexedFaceSet { + coord DEF COORD_172 Coordinate { point [ + -0.126 -18.126 -1.118,0.126 -18.126 0, + -0.126 -18.126 0,0.126 -18.126 -1.118, + 0.126 -18.126 0,-0.126 -18.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_172 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_176 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_173 Shape { + appearance USE APP_2 + geometry DEF FACE_173 IndexedFaceSet { + coord DEF COORD_173 Coordinate { point [ + 0.126 -19.125998 0,0.126 -18.874 -1.118, + 0.126 -18.874 0,0.126 -19.125998 0, + 0.126 -19.125998 -1.118,0.126 -18.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_173 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_177 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_174 Shape { + appearance USE APP_2 + geometry DEF FACE_174 IndexedFaceSet { + coord DEF COORD_174 Coordinate { point [ + 0.126 -18.874 0,-0.126 -18.874 -1.118, + -0.126 -18.874 0,0.126 -18.874 0, + 0.126 -18.874 -1.118,-0.126 -18.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_174 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_178 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_175 Shape { + appearance USE APP_2 + geometry DEF FACE_175 IndexedFaceSet { + coord DEF COORD_175 Coordinate { point [ + -0.126 -18.874 -1.118,-0.126 -19.125998 0, + -0.126 -18.874 0,-0.126 -19.125998 -1.118, + -0.126 -19.125998 0,-0.126 -18.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_175 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_179 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_176 Shape { + appearance USE APP_2 + geometry DEF FACE_176 IndexedFaceSet { + coord DEF COORD_176 Coordinate { point [ + -0.126 -19.125998 -1.118,0.126 -19.125998 0, + -0.126 -19.125998 0,0.126 -19.125998 -1.118, + 0.126 -19.125998 0,-0.126 -19.125998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_176 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_180 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_177 Shape { + appearance USE APP_2 + geometry DEF FACE_177 IndexedFaceSet { + coord DEF COORD_177 Coordinate { point [ + 0.126 -5.874 0,-0.126 -5.874 -1.118, + -0.126 -5.874 0,0.126 -5.874 0, + 0.126 -5.874 -1.118,-0.126 -5.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_177 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_181 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_178 Shape { + appearance USE APP_2 + geometry DEF FACE_178 IndexedFaceSet { + coord DEF COORD_178 Coordinate { point [ + -0.126 -5.874 -1.118,-0.126 -6.1259998 0, + -0.126 -5.874 0,-0.126 -6.1259998 -1.118, + -0.126 -6.1259998 0,-0.126 -5.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_178 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_182 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_179 Shape { + appearance USE APP_2 + geometry DEF FACE_179 IndexedFaceSet { + coord DEF COORD_179 Coordinate { point [ + -0.126 -6.1259998 -1.118,0.126 -6.1259998 0, + -0.126 -6.1259998 0,0.126 -6.1259998 -1.118, + 0.126 -6.1259998 0,-0.126 -6.1259998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_179 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_183 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_180 Shape { + appearance USE APP_2 + geometry DEF FACE_180 IndexedFaceSet { + coord DEF COORD_180 Coordinate { point [ + 0.126 -6.1259998 0,0.126 -5.874 -1.118, + 0.126 -5.874 0,0.126 -6.1259998 0, + 0.126 -6.1259998 -1.118,0.126 -5.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_180 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_184 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_181 Shape { + appearance USE APP_2 + geometry DEF FACE_181 IndexedFaceSet { + coord DEF COORD_181 Coordinate { point [ + 0.126 -2.1259999 0,0.126 -1.8739999 -1.118, + 0.126 -1.8739999 0,0.126 -2.1259999 0, + 0.126 -2.1259999 -1.118,0.126 -1.8739999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_181 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_185 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_182 Shape { + appearance USE APP_2 + geometry DEF FACE_182 IndexedFaceSet { + coord DEF COORD_182 Coordinate { point [ + 0.126 -1.8739999 0,-0.126 -1.8739999 -1.118, + -0.126 -1.8739999 0,0.126 -1.8739999 0, + 0.126 -1.8739999 -1.118,-0.126 -1.8739999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_182 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_186 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_183 Shape { + appearance USE APP_2 + geometry DEF FACE_183 IndexedFaceSet { + coord DEF COORD_183 Coordinate { point [ + -0.126 -1.8739999 -1.118,-0.126 -2.1259999 0, + -0.126 -1.8739999 0,-0.126 -2.1259999 -1.118, + -0.126 -2.1259999 0,-0.126 -1.8739999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_183 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_187 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_184 Shape { + appearance USE APP_2 + geometry DEF FACE_184 IndexedFaceSet { + coord DEF COORD_184 Coordinate { point [ + -0.126 -2.1259999 -1.118,0.126 -2.1259999 0, + -0.126 -2.1259999 0,0.126 -2.1259999 -1.118, + 0.126 -2.1259999 0,-0.126 -2.1259999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_184 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_188 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_185 Shape { + appearance USE APP_2 + geometry DEF FACE_185 IndexedFaceSet { + coord DEF COORD_185 Coordinate { point [ + -0.126 -3.1259999 -1.118,0.126 -3.1259999 0, + -0.126 -3.1259999 0,0.126 -3.1259999 -1.118, + 0.126 -3.1259999 0,-0.126 -3.1259999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_185 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_189 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_186 Shape { + appearance USE APP_2 + geometry DEF FACE_186 IndexedFaceSet { + coord DEF COORD_186 Coordinate { point [ + 0.126 -3.1259999 0,0.126 -2.8740001 -1.118, + 0.126 -2.8740001 0,0.126 -3.1259999 0, + 0.126 -3.1259999 -1.118,0.126 -2.8740001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_186 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_190 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_187 Shape { + appearance USE APP_2 + geometry DEF FACE_187 IndexedFaceSet { + coord DEF COORD_187 Coordinate { point [ + 0.126 -2.8740001 0,-0.126 -2.8740001 -1.118, + -0.126 -2.8740001 0,0.126 -2.8740001 0, + 0.126 -2.8740001 -1.118,-0.126 -2.8740001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_187 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_191 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_188 Shape { + appearance USE APP_2 + geometry DEF FACE_188 IndexedFaceSet { + coord DEF COORD_188 Coordinate { point [ + -0.126 -2.8740001 -1.118,-0.126 -3.1259999 0, + -0.126 -2.8740001 0,-0.126 -3.1259999 -1.118, + -0.126 -3.1259999 0,-0.126 -2.8740001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_188 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_192 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_189 Shape { + appearance USE APP_2 + geometry DEF FACE_189 IndexedFaceSet { + coord DEF COORD_189 Coordinate { point [ + -0.126 -5.1259998 -1.118,0.126 -5.1259998 0, + -0.126 -5.1259998 0,0.126 -5.1259998 -1.118, + 0.126 -5.1259998 0,-0.126 -5.1259998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_189 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_193 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_190 Shape { + appearance USE APP_2 + geometry DEF FACE_190 IndexedFaceSet { + coord DEF COORD_190 Coordinate { point [ + 0.126 -5.1259998 0,0.126 -4.874 -1.118, + 0.126 -4.874 0,0.126 -5.1259998 0, + 0.126 -5.1259998 -1.118,0.126 -4.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_190 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_194 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_191 Shape { + appearance USE APP_2 + geometry DEF FACE_191 IndexedFaceSet { + coord DEF COORD_191 Coordinate { point [ + 0.126 -4.874 0,-0.126 -4.874 -1.118, + -0.126 -4.874 0,0.126 -4.874 0, + 0.126 -4.874 -1.118,-0.126 -4.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_191 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_195 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_192 Shape { + appearance USE APP_2 + geometry DEF FACE_192 IndexedFaceSet { + coord DEF COORD_192 Coordinate { point [ + -0.126 -4.874 -1.118,-0.126 -5.1259998 0, + -0.126 -4.874 0,-0.126 -5.1259998 -1.118, + -0.126 -5.1259998 0,-0.126 -4.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_192 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_196 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_193 Shape { + appearance USE APP_2 + geometry DEF FACE_193 IndexedFaceSet { + coord DEF COORD_193 Coordinate { point [ + 0.126 -4.1259998 0,0.126 -3.874 -1.118, + 0.126 -3.874 0,0.126 -4.1259998 0, + 0.126 -4.1259998 -1.118,0.126 -3.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_193 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_197 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_194 Shape { + appearance USE APP_2 + geometry DEF FACE_194 IndexedFaceSet { + coord DEF COORD_194 Coordinate { point [ + 0.126 -3.874 0,-0.126 -3.874 -1.118, + -0.126 -3.874 0,0.126 -3.874 0, + 0.126 -3.874 -1.118,-0.126 -3.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_194 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_198 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_195 Shape { + appearance USE APP_2 + geometry DEF FACE_195 IndexedFaceSet { + coord DEF COORD_195 Coordinate { point [ + -0.126 -3.874 -1.118,-0.126 -4.1259998 0, + -0.126 -3.874 0,-0.126 -4.1259998 -1.118, + -0.126 -4.1259998 0,-0.126 -3.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_195 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_199 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_196 Shape { + appearance USE APP_2 + geometry DEF FACE_196 IndexedFaceSet { + coord DEF COORD_196 Coordinate { point [ + -0.126 -4.1259998 -1.118,0.126 -4.1259998 0, + -0.126 -4.1259998 0,0.126 -4.1259998 -1.118, + 0.126 -4.1259998 0,-0.126 -4.1259998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_196 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_200 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_197 Shape { + appearance USE APP_2 + geometry DEF FACE_197 IndexedFaceSet { + coord DEF COORD_197 Coordinate { point [ + 0.126 0.126 0,-0.126 0.126 -1.118, + -0.126 0.126 0,0.126 0.126 0, + 0.126 0.126 -1.118,-0.126 0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_197 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_201 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_198 Shape { + appearance USE APP_2 + geometry DEF FACE_198 IndexedFaceSet { + coord DEF COORD_198 Coordinate { point [ + -0.126 0.126 -1.118,-0.126 -0.126 0, + -0.126 0.126 0,-0.126 -0.126 -1.118, + -0.126 -0.126 0,-0.126 0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_198 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_202 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_199 Shape { + appearance USE APP_2 + geometry DEF FACE_199 IndexedFaceSet { + coord DEF COORD_199 Coordinate { point [ + -0.126 -0.126 -1.118,0.126 -0.126 0, + -0.126 -0.126 0,0.126 -0.126 -1.118, + 0.126 -0.126 0,-0.126 -0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_199 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_203 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_200 Shape { + appearance USE APP_2 + geometry DEF FACE_200 IndexedFaceSet { + coord DEF COORD_200 Coordinate { point [ + 0.126 -0.126 0,0.126 0.126 -1.118, + 0.126 0.126 0,0.126 -0.126 0, + 0.126 -0.126 -1.118,0.126 0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_200 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_204 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_201 Shape { + appearance USE APP_2 + geometry DEF FACE_201 IndexedFaceSet { + coord DEF COORD_201 Coordinate { point [ + 0.126 -1.1260001 0,0.126 -0.87399999 -1.118, + 0.126 -0.87399999 0,0.126 -1.1260001 0, + 0.126 -1.1260001 -1.118,0.126 -0.87399999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_201 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_205 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_202 Shape { + appearance USE APP_2 + geometry DEF FACE_202 IndexedFaceSet { + coord DEF COORD_202 Coordinate { point [ + 0.126 -0.87399999 0,-0.126 -0.87399999 -1.118, + -0.126 -0.87399999 0,0.126 -0.87399999 0, + 0.126 -0.87399999 -1.118,-0.126 -0.87399999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_202 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_206 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_203 Shape { + appearance USE APP_2 + geometry DEF FACE_203 IndexedFaceSet { + coord DEF COORD_203 Coordinate { point [ + -0.126 -0.87399999 -1.118,-0.126 -1.1260001 0, + -0.126 -0.87399999 0,-0.126 -1.1260001 -1.118, + -0.126 -1.1260001 0,-0.126 -0.87399999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_203 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_207 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_204 Shape { + appearance USE APP_2 + geometry DEF FACE_204 IndexedFaceSet { + coord DEF COORD_204 Coordinate { point [ + -0.126 -1.1260001 -1.118,0.126 -1.1260001 0, + -0.126 -1.1260001 0,0.126 -1.1260001 -1.118, + 0.126 -1.1260001 0,-0.126 -1.1260001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_204 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_208 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_205 Shape { + appearance USE APP_2 + geometry DEF FACE_205 IndexedFaceSet { + coord DEF COORD_205 Coordinate { point [ + 0.126 -6.8739996 3.2990001,-0.126 -6.8739996 0.99999998, + -0.126 -6.8739996 3.2990001,0.126 -6.8739996 3.2990001, + 0.126 -6.8739996 0.99999998,-0.126 -6.8739996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_205 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_209 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_206 Shape { + appearance USE APP_2 + geometry DEF FACE_206 IndexedFaceSet { + coord DEF COORD_206 Coordinate { point [ + -0.126 -6.8739996 0.99999998,-0.126 -7.1260002 3.2990001, + -0.126 -6.8739996 3.2990001,-0.126 -7.1260002 0.99999998, + -0.126 -7.1260002 3.2990001,-0.126 -6.8739996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_206 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_210 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_207 Shape { + appearance USE APP_2 + geometry DEF FACE_207 IndexedFaceSet { + coord DEF COORD_207 Coordinate { point [ + -0.126 -7.1260002 0.99999998,0.126 -7.1260002 3.2990001, + -0.126 -7.1260002 3.2990001,0.126 -7.1260002 0.99999998, + 0.126 -7.1260002 3.2990001,-0.126 -7.1260002 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_207 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_211 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_208 Shape { + appearance USE APP_2 + geometry DEF FACE_208 IndexedFaceSet { + coord DEF COORD_208 Coordinate { point [ + 0.126 -7.1260002 3.2990001,0.126 -6.8739996 0.99999998, + 0.126 -6.8739996 3.2990001,0.126 -7.1260002 3.2990001, + 0.126 -7.1260002 0.99999998,0.126 -6.8739996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_208 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_212 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_209 Shape { + appearance USE APP_2 + geometry DEF FACE_209 IndexedFaceSet { + coord DEF COORD_209 Coordinate { point [ + 0.126 -8.1260005 3.2990001,0.126 -7.874 0.99999998, + 0.126 -7.874 3.2990001,0.126 -8.1260005 3.2990001, + 0.126 -8.1260005 0.99999998,0.126 -7.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_209 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_213 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_210 Shape { + appearance USE APP_2 + geometry DEF FACE_210 IndexedFaceSet { + coord DEF COORD_210 Coordinate { point [ + 0.126 -7.874 3.2990001,-0.126 -7.874 0.99999998, + -0.126 -7.874 3.2990001,0.126 -7.874 3.2990001, + 0.126 -7.874 0.99999998,-0.126 -7.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_210 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_214 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_211 Shape { + appearance USE APP_2 + geometry DEF FACE_211 IndexedFaceSet { + coord DEF COORD_211 Coordinate { point [ + -0.126 -7.874 0.99999998,-0.126 -8.1260005 3.2990001, + -0.126 -7.874 3.2990001,-0.126 -8.1260005 0.99999998, + -0.126 -8.1260005 3.2990001,-0.126 -7.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_211 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_215 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_212 Shape { + appearance USE APP_2 + geometry DEF FACE_212 IndexedFaceSet { + coord DEF COORD_212 Coordinate { point [ + -0.126 -8.1260005 0.99999998,0.126 -8.1260005 3.2990001, + -0.126 -8.1260005 3.2990001,0.126 -8.1260005 0.99999998, + 0.126 -8.1260005 3.2990001,-0.126 -8.1260005 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_212 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_216 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_213 Shape { + appearance USE APP_2 + geometry DEF FACE_213 IndexedFaceSet { + coord DEF COORD_213 Coordinate { point [ + 0.126 -9.1260001 3.2990001,0.126 -8.8739996 0.99999998, + 0.126 -8.8739996 3.2990001,0.126 -9.1260001 3.2990001, + 0.126 -9.1260001 0.99999998,0.126 -8.8739996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_213 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_217 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_214 Shape { + appearance USE APP_2 + geometry DEF FACE_214 IndexedFaceSet { + coord DEF COORD_214 Coordinate { point [ + 0.126 -8.8739996 3.2990001,-0.126 -8.8739996 0.99999998, + -0.126 -8.8739996 3.2990001,0.126 -8.8739996 3.2990001, + 0.126 -8.8739996 0.99999998,-0.126 -8.8739996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_214 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_218 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_215 Shape { + appearance USE APP_2 + geometry DEF FACE_215 IndexedFaceSet { + coord DEF COORD_215 Coordinate { point [ + -0.126 -8.8739996 0.99999998,-0.126 -9.1260001 3.2990001, + -0.126 -8.8739996 3.2990001,-0.126 -9.1260001 0.99999998, + -0.126 -9.1260001 3.2990001,-0.126 -8.8739996 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_215 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_219 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_216 Shape { + appearance USE APP_2 + geometry DEF FACE_216 IndexedFaceSet { + coord DEF COORD_216 Coordinate { point [ + -0.126 -9.1260001 0.99999998,0.126 -9.1260001 3.2990001, + -0.126 -9.1260001 3.2990001,0.126 -9.1260001 0.99999998, + 0.126 -9.1260001 3.2990001,-0.126 -9.1260001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_216 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_220 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_217 Shape { + appearance USE APP_2 + geometry DEF FACE_217 IndexedFaceSet { + coord DEF COORD_217 Coordinate { point [ + -0.126 -12.126 0.99999998,0.126 -12.126 3.2990001, + -0.126 -12.126 3.2990001,0.126 -12.126 0.99999998, + 0.126 -12.126 3.2990001,-0.126 -12.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_217 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_221 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_218 Shape { + appearance USE APP_2 + geometry DEF FACE_218 IndexedFaceSet { + coord DEF COORD_218 Coordinate { point [ + 0.126 -12.126 3.2990001,0.126 -11.873999 0.99999998, + 0.126 -11.873999 3.2990001,0.126 -12.126 3.2990001, + 0.126 -12.126 0.99999998,0.126 -11.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_218 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_222 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_219 Shape { + appearance USE APP_2 + geometry DEF FACE_219 IndexedFaceSet { + coord DEF COORD_219 Coordinate { point [ + 0.126 -11.873999 3.2990001,-0.126 -11.873999 0.99999998, + -0.126 -11.873999 3.2990001,0.126 -11.873999 3.2990001, + 0.126 -11.873999 0.99999998,-0.126 -11.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_219 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_223 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_220 Shape { + appearance USE APP_2 + geometry DEF FACE_220 IndexedFaceSet { + coord DEF COORD_220 Coordinate { point [ + -0.126 -11.873999 0.99999998,-0.126 -12.126 3.2990001, + -0.126 -11.873999 3.2990001,-0.126 -12.126 0.99999998, + -0.126 -12.126 3.2990001,-0.126 -11.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_220 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_224 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_221 Shape { + appearance USE APP_2 + geometry DEF FACE_221 IndexedFaceSet { + coord DEF COORD_221 Coordinate { point [ + 0.126 -11.126 3.2990001,0.126 -10.874 0.99999998, + 0.126 -10.874 3.2990001,0.126 -11.126 3.2990001, + 0.126 -11.126 0.99999998,0.126 -10.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_221 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_225 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_222 Shape { + appearance USE APP_2 + geometry DEF FACE_222 IndexedFaceSet { + coord DEF COORD_222 Coordinate { point [ + 0.126 -10.874 3.2990001,-0.126 -10.874 0.99999998, + -0.126 -10.874 3.2990001,0.126 -10.874 3.2990001, + 0.126 -10.874 0.99999998,-0.126 -10.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_222 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_226 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_223 Shape { + appearance USE APP_2 + geometry DEF FACE_223 IndexedFaceSet { + coord DEF COORD_223 Coordinate { point [ + -0.126 -10.874 0.99999998,-0.126 -11.126 3.2990001, + -0.126 -10.874 3.2990001,-0.126 -11.126 0.99999998, + -0.126 -11.126 3.2990001,-0.126 -10.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_223 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_227 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_224 Shape { + appearance USE APP_2 + geometry DEF FACE_224 IndexedFaceSet { + coord DEF COORD_224 Coordinate { point [ + -0.126 -11.126 0.99999998,0.126 -11.126 3.2990001, + -0.126 -11.126 3.2990001,0.126 -11.126 0.99999998, + 0.126 -11.126 3.2990001,-0.126 -11.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_224 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_228 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_225 Shape { + appearance USE APP_2 + geometry DEF FACE_225 IndexedFaceSet { + coord DEF COORD_225 Coordinate { point [ + 0.126 -10.126001 3.2990001,0.126 -9.8739992 0.99999998, + 0.126 -9.8739992 3.2990001,0.126 -10.126001 3.2990001, + 0.126 -10.126001 0.99999998,0.126 -9.8739992 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_225 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_229 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_226 Shape { + appearance USE APP_2 + geometry DEF FACE_226 IndexedFaceSet { + coord DEF COORD_226 Coordinate { point [ + 0.126 -9.8739992 3.2990001,-0.126 -9.8739992 0.99999998, + -0.126 -9.8739992 3.2990001,0.126 -9.8739992 3.2990001, + 0.126 -9.8739992 0.99999998,-0.126 -9.8739992 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_226 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_230 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_227 Shape { + appearance USE APP_2 + geometry DEF FACE_227 IndexedFaceSet { + coord DEF COORD_227 Coordinate { point [ + -0.126 -9.8739992 0.99999998,-0.126 -10.126001 3.2990001, + -0.126 -9.8739992 3.2990001,-0.126 -10.126001 0.99999998, + -0.126 -10.126001 3.2990001,-0.126 -9.8739992 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_227 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_231 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_228 Shape { + appearance USE APP_2 + geometry DEF FACE_228 IndexedFaceSet { + coord DEF COORD_228 Coordinate { point [ + -0.126 -10.126001 0.99999998,0.126 -10.126001 3.2990001, + -0.126 -10.126001 3.2990001,0.126 -10.126001 0.99999998, + 0.126 -10.126001 3.2990001,-0.126 -10.126001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_228 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_232 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_229 Shape { + appearance USE APP_2 + geometry DEF FACE_229 IndexedFaceSet { + coord DEF COORD_229 Coordinate { point [ + 0.126 -16.874001 3.2990001,-0.126 -16.874001 0.99999998, + -0.126 -16.874001 3.2990001,0.126 -16.874001 3.2990001, + 0.126 -16.874001 0.99999998,-0.126 -16.874001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_229 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_233 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_230 Shape { + appearance USE APP_2 + geometry DEF FACE_230 IndexedFaceSet { + coord DEF COORD_230 Coordinate { point [ + -0.126 -16.874001 0.99999998,-0.126 -17.125999 3.2990001, + -0.126 -16.874001 3.2990001,-0.126 -17.125999 0.99999998, + -0.126 -17.125999 3.2990001,-0.126 -16.874001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_230 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_234 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_231 Shape { + appearance USE APP_2 + geometry DEF FACE_231 IndexedFaceSet { + coord DEF COORD_231 Coordinate { point [ + -0.126 -17.125999 0.99999998,0.126 -17.125999 3.2990001, + -0.126 -17.125999 3.2990001,0.126 -17.125999 0.99999998, + 0.126 -17.125999 3.2990001,-0.126 -17.125999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_231 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_235 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_232 Shape { + appearance USE APP_2 + geometry DEF FACE_232 IndexedFaceSet { + coord DEF COORD_232 Coordinate { point [ + 0.126 -17.125999 3.2990001,0.126 -16.874001 0.99999998, + 0.126 -16.874001 3.2990001,0.126 -17.125999 3.2990001, + 0.126 -17.125999 0.99999998,0.126 -16.874001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_232 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_236 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_233 Shape { + appearance USE APP_2 + geometry DEF FACE_233 IndexedFaceSet { + coord DEF COORD_233 Coordinate { point [ + 0.126 -16.125999 3.2990001,0.126 -15.873999 0.99999998, + 0.126 -15.873999 3.2990001,0.126 -16.125999 3.2990001, + 0.126 -16.125999 0.99999998,0.126 -15.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_233 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_237 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_234 Shape { + appearance USE APP_2 + geometry DEF FACE_234 IndexedFaceSet { + coord DEF COORD_234 Coordinate { point [ + 0.126 -15.873999 3.2990001,-0.126 -15.873999 0.99999998, + -0.126 -15.873999 3.2990001,0.126 -15.873999 3.2990001, + 0.126 -15.873999 0.99999998,-0.126 -15.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_234 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_238 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_235 Shape { + appearance USE APP_2 + geometry DEF FACE_235 IndexedFaceSet { + coord DEF COORD_235 Coordinate { point [ + -0.126 -15.873999 0.99999998,-0.126 -16.125999 3.2990001, + -0.126 -15.873999 3.2990001,-0.126 -16.125999 0.99999998, + -0.126 -16.125999 3.2990001,-0.126 -15.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_235 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_239 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_236 Shape { + appearance USE APP_2 + geometry DEF FACE_236 IndexedFaceSet { + coord DEF COORD_236 Coordinate { point [ + -0.126 -16.125999 0.99999998,0.126 -16.125999 3.2990001, + -0.126 -16.125999 3.2990001,0.126 -16.125999 0.99999998, + 0.126 -16.125999 3.2990001,-0.126 -16.125999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_236 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_240 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_237 Shape { + appearance USE APP_2 + geometry DEF FACE_237 IndexedFaceSet { + coord DEF COORD_237 Coordinate { point [ + -0.126 -15.126 0.99999998,0.126 -15.126 3.2990001, + -0.126 -15.126 3.2990001,0.126 -15.126 0.99999998, + 0.126 -15.126 3.2990001,-0.126 -15.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_237 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_241 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_238 Shape { + appearance USE APP_2 + geometry DEF FACE_238 IndexedFaceSet { + coord DEF COORD_238 Coordinate { point [ + 0.126 -15.126 3.2990001,0.126 -14.873999 0.99999998, + 0.126 -14.873999 3.2990001,0.126 -15.126 3.2990001, + 0.126 -15.126 0.99999998,0.126 -14.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_238 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_242 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_239 Shape { + appearance USE APP_2 + geometry DEF FACE_239 IndexedFaceSet { + coord DEF COORD_239 Coordinate { point [ + 0.126 -14.873999 3.2990001,-0.126 -14.873999 0.99999998, + -0.126 -14.873999 3.2990001,0.126 -14.873999 3.2990001, + 0.126 -14.873999 0.99999998,-0.126 -14.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_239 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_243 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_240 Shape { + appearance USE APP_2 + geometry DEF FACE_240 IndexedFaceSet { + coord DEF COORD_240 Coordinate { point [ + -0.126 -14.873999 0.99999998,-0.126 -15.126 3.2990001, + -0.126 -14.873999 3.2990001,-0.126 -15.126 0.99999998, + -0.126 -15.126 3.2990001,-0.126 -14.873999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_240 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_244 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_241 Shape { + appearance USE APP_2 + geometry DEF FACE_241 IndexedFaceSet { + coord DEF COORD_241 Coordinate { point [ + 0.126 -13.126001 3.2990001,0.126 -12.874 0.99999998, + 0.126 -12.874 3.2990001,0.126 -13.126001 3.2990001, + 0.126 -13.126001 0.99999998,0.126 -12.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_241 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_245 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_242 Shape { + appearance USE APP_2 + geometry DEF FACE_242 IndexedFaceSet { + coord DEF COORD_242 Coordinate { point [ + 0.126 -12.874 3.2990001,-0.126 -12.874 0.99999998, + -0.126 -12.874 3.2990001,0.126 -12.874 3.2990001, + 0.126 -12.874 0.99999998,-0.126 -12.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_242 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_246 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_243 Shape { + appearance USE APP_2 + geometry DEF FACE_243 IndexedFaceSet { + coord DEF COORD_243 Coordinate { point [ + -0.126 -12.874 0.99999998,-0.126 -13.126001 3.2990001, + -0.126 -12.874 3.2990001,-0.126 -13.126001 0.99999998, + -0.126 -13.126001 3.2990001,-0.126 -12.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_243 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_247 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_244 Shape { + appearance USE APP_2 + geometry DEF FACE_244 IndexedFaceSet { + coord DEF COORD_244 Coordinate { point [ + -0.126 -13.126001 0.99999998,0.126 -13.126001 3.2990001, + -0.126 -13.126001 3.2990001,0.126 -13.126001 0.99999998, + 0.126 -13.126001 3.2990001,-0.126 -13.126001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_244 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_248 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_245 Shape { + appearance USE APP_2 + geometry DEF FACE_245 IndexedFaceSet { + coord DEF COORD_245 Coordinate { point [ + 0.126 -13.874 3.2990001,-0.126 -13.874 0.99999998, + -0.126 -13.874 3.2990001,0.126 -13.874 3.2990001, + 0.126 -13.874 0.99999998,-0.126 -13.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_245 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_249 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_246 Shape { + appearance USE APP_2 + geometry DEF FACE_246 IndexedFaceSet { + coord DEF COORD_246 Coordinate { point [ + -0.126 -13.874 0.99999998,-0.126 -14.126 3.2990001, + -0.126 -13.874 3.2990001,-0.126 -14.126 0.99999998, + -0.126 -14.126 3.2990001,-0.126 -13.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_246 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_250 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_247 Shape { + appearance USE APP_2 + geometry DEF FACE_247 IndexedFaceSet { + coord DEF COORD_247 Coordinate { point [ + -0.126 -14.126 0.99999998,0.126 -14.126 3.2990001, + -0.126 -14.126 3.2990001,0.126 -14.126 0.99999998, + 0.126 -14.126 3.2990001,-0.126 -14.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_247 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_251 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_248 Shape { + appearance USE APP_2 + geometry DEF FACE_248 IndexedFaceSet { + coord DEF COORD_248 Coordinate { point [ + 0.126 -14.126 3.2990001,0.126 -13.874 0.99999998, + 0.126 -13.874 3.2990001,0.126 -14.126 3.2990001, + 0.126 -14.126 0.99999998,0.126 -13.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_248 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_252 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_249 Shape { + appearance USE APP_2 + geometry DEF FACE_249 IndexedFaceSet { + coord DEF COORD_249 Coordinate { point [ + 0.126 -18.126 3.2990001,0.126 -17.874 0.99999998, + 0.126 -17.874 3.2990001,0.126 -18.126 3.2990001, + 0.126 -18.126 0.99999998,0.126 -17.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_249 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_253 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_250 Shape { + appearance USE APP_2 + geometry DEF FACE_250 IndexedFaceSet { + coord DEF COORD_250 Coordinate { point [ + 0.126 -17.874 3.2990001,-0.126 -17.874 0.99999998, + -0.126 -17.874 3.2990001,0.126 -17.874 3.2990001, + 0.126 -17.874 0.99999998,-0.126 -17.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_250 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_254 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_251 Shape { + appearance USE APP_2 + geometry DEF FACE_251 IndexedFaceSet { + coord DEF COORD_251 Coordinate { point [ + -0.126 -17.874 0.99999998,-0.126 -18.126 3.2990001, + -0.126 -17.874 3.2990001,-0.126 -18.126 0.99999998, + -0.126 -18.126 3.2990001,-0.126 -17.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_251 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_255 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_252 Shape { + appearance USE APP_2 + geometry DEF FACE_252 IndexedFaceSet { + coord DEF COORD_252 Coordinate { point [ + -0.126 -18.126 0.99999998,0.126 -18.126 3.2990001, + -0.126 -18.126 3.2990001,0.126 -18.126 0.99999998, + 0.126 -18.126 3.2990001,-0.126 -18.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_252 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_256 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_253 Shape { + appearance USE APP_2 + geometry DEF FACE_253 IndexedFaceSet { + coord DEF COORD_253 Coordinate { point [ + 0.126 -19.125998 3.2990001,0.126 -18.874 0.99999998, + 0.126 -18.874 3.2990001,0.126 -19.125998 3.2990001, + 0.126 -19.125998 0.99999998,0.126 -18.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_253 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_257 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_254 Shape { + appearance USE APP_2 + geometry DEF FACE_254 IndexedFaceSet { + coord DEF COORD_254 Coordinate { point [ + 0.126 -18.874 3.2990001,-0.126 -18.874 0.99999998, + -0.126 -18.874 3.2990001,0.126 -18.874 3.2990001, + 0.126 -18.874 0.99999998,-0.126 -18.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_254 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_258 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_255 Shape { + appearance USE APP_2 + geometry DEF FACE_255 IndexedFaceSet { + coord DEF COORD_255 Coordinate { point [ + -0.126 -18.874 0.99999998,-0.126 -19.125998 3.2990001, + -0.126 -18.874 3.2990001,-0.126 -19.125998 0.99999998, + -0.126 -19.125998 3.2990001,-0.126 -18.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_255 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_259 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_256 Shape { + appearance USE APP_2 + geometry DEF FACE_256 IndexedFaceSet { + coord DEF COORD_256 Coordinate { point [ + -0.126 -19.125998 0.99999998,0.126 -19.125998 3.2990001, + -0.126 -19.125998 3.2990001,0.126 -19.125998 0.99999998, + 0.126 -19.125998 3.2990001,-0.126 -19.125998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_256 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_260 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_257 Shape { + appearance USE APP_2 + geometry DEF FACE_257 IndexedFaceSet { + coord DEF COORD_257 Coordinate { point [ + 0.126 -5.874 3.2990001,-0.126 -5.874 0.99999998, + -0.126 -5.874 3.2990001,0.126 -5.874 3.2990001, + 0.126 -5.874 0.99999998,-0.126 -5.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_257 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_261 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_258 Shape { + appearance USE APP_2 + geometry DEF FACE_258 IndexedFaceSet { + coord DEF COORD_258 Coordinate { point [ + -0.126 -5.874 0.99999998,-0.126 -6.1259998 3.2990001, + -0.126 -5.874 3.2990001,-0.126 -6.1259998 0.99999998, + -0.126 -6.1259998 3.2990001,-0.126 -5.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_258 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_262 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_259 Shape { + appearance USE APP_2 + geometry DEF FACE_259 IndexedFaceSet { + coord DEF COORD_259 Coordinate { point [ + -0.126 -6.1259998 0.99999998,0.126 -6.1259998 3.2990001, + -0.126 -6.1259998 3.2990001,0.126 -6.1259998 0.99999998, + 0.126 -6.1259998 3.2990001,-0.126 -6.1259998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_259 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_263 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_260 Shape { + appearance USE APP_2 + geometry DEF FACE_260 IndexedFaceSet { + coord DEF COORD_260 Coordinate { point [ + 0.126 -6.1259998 3.2990001,0.126 -5.874 0.99999998, + 0.126 -5.874 3.2990001,0.126 -6.1259998 3.2990001, + 0.126 -6.1259998 0.99999998,0.126 -5.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_260 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_264 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_261 Shape { + appearance USE APP_2 + geometry DEF FACE_261 IndexedFaceSet { + coord DEF COORD_261 Coordinate { point [ + 0.126 -2.1259999 3.2990001,0.126 -1.8739999 0.99999998, + 0.126 -1.8739999 3.2990001,0.126 -2.1259999 3.2990001, + 0.126 -2.1259999 0.99999998,0.126 -1.8739999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_261 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_265 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_262 Shape { + appearance USE APP_2 + geometry DEF FACE_262 IndexedFaceSet { + coord DEF COORD_262 Coordinate { point [ + 0.126 -1.8739999 3.2990001,-0.126 -1.8739999 0.99999998, + -0.126 -1.8739999 3.2990001,0.126 -1.8739999 3.2990001, + 0.126 -1.8739999 0.99999998,-0.126 -1.8739999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_262 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_266 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_263 Shape { + appearance USE APP_2 + geometry DEF FACE_263 IndexedFaceSet { + coord DEF COORD_263 Coordinate { point [ + -0.126 -1.8739999 0.99999998,-0.126 -2.1259999 3.2990001, + -0.126 -1.8739999 3.2990001,-0.126 -2.1259999 0.99999998, + -0.126 -2.1259999 3.2990001,-0.126 -1.8739999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_263 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_267 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_264 Shape { + appearance USE APP_2 + geometry DEF FACE_264 IndexedFaceSet { + coord DEF COORD_264 Coordinate { point [ + -0.126 -2.1259999 0.99999998,0.126 -2.1259999 3.2990001, + -0.126 -2.1259999 3.2990001,0.126 -2.1259999 0.99999998, + 0.126 -2.1259999 3.2990001,-0.126 -2.1259999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_264 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_268 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_265 Shape { + appearance USE APP_2 + geometry DEF FACE_265 IndexedFaceSet { + coord DEF COORD_265 Coordinate { point [ + -0.126 -3.1259999 0.99999998,0.126 -3.1259999 3.2990001, + -0.126 -3.1259999 3.2990001,0.126 -3.1259999 0.99999998, + 0.126 -3.1259999 3.2990001,-0.126 -3.1259999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_265 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_269 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_266 Shape { + appearance USE APP_2 + geometry DEF FACE_266 IndexedFaceSet { + coord DEF COORD_266 Coordinate { point [ + 0.126 -3.1259999 3.2990001,0.126 -2.8740001 0.99999998, + 0.126 -2.8740001 3.2990001,0.126 -3.1259999 3.2990001, + 0.126 -3.1259999 0.99999998,0.126 -2.8740001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_266 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_270 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_267 Shape { + appearance USE APP_2 + geometry DEF FACE_267 IndexedFaceSet { + coord DEF COORD_267 Coordinate { point [ + 0.126 -2.8740001 3.2990001,-0.126 -2.8740001 0.99999998, + -0.126 -2.8740001 3.2990001,0.126 -2.8740001 3.2990001, + 0.126 -2.8740001 0.99999998,-0.126 -2.8740001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_267 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_271 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_268 Shape { + appearance USE APP_2 + geometry DEF FACE_268 IndexedFaceSet { + coord DEF COORD_268 Coordinate { point [ + -0.126 -2.8740001 0.99999998,-0.126 -3.1259999 3.2990001, + -0.126 -2.8740001 3.2990001,-0.126 -3.1259999 0.99999998, + -0.126 -3.1259999 3.2990001,-0.126 -2.8740001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_268 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_272 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_269 Shape { + appearance USE APP_2 + geometry DEF FACE_269 IndexedFaceSet { + coord DEF COORD_269 Coordinate { point [ + -0.126 -5.1259998 0.99999998,0.126 -5.1259998 3.2990001, + -0.126 -5.1259998 3.2990001,0.126 -5.1259998 0.99999998, + 0.126 -5.1259998 3.2990001,-0.126 -5.1259998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_269 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_273 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_270 Shape { + appearance USE APP_2 + geometry DEF FACE_270 IndexedFaceSet { + coord DEF COORD_270 Coordinate { point [ + 0.126 -5.1259998 3.2990001,0.126 -4.874 0.99999998, + 0.126 -4.874 3.2990001,0.126 -5.1259998 3.2990001, + 0.126 -5.1259998 0.99999998,0.126 -4.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_270 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_274 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_271 Shape { + appearance USE APP_2 + geometry DEF FACE_271 IndexedFaceSet { + coord DEF COORD_271 Coordinate { point [ + 0.126 -4.874 3.2990001,-0.126 -4.874 0.99999998, + -0.126 -4.874 3.2990001,0.126 -4.874 3.2990001, + 0.126 -4.874 0.99999998,-0.126 -4.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_271 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_275 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_272 Shape { + appearance USE APP_2 + geometry DEF FACE_272 IndexedFaceSet { + coord DEF COORD_272 Coordinate { point [ + -0.126 -4.874 0.99999998,-0.126 -5.1259998 3.2990001, + -0.126 -4.874 3.2990001,-0.126 -5.1259998 0.99999998, + -0.126 -5.1259998 3.2990001,-0.126 -4.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_272 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_276 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_273 Shape { + appearance USE APP_2 + geometry DEF FACE_273 IndexedFaceSet { + coord DEF COORD_273 Coordinate { point [ + 0.126 -4.1259998 3.2990001,0.126 -3.874 0.99999998, + 0.126 -3.874 3.2990001,0.126 -4.1259998 3.2990001, + 0.126 -4.1259998 0.99999998,0.126 -3.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_273 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_277 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_274 Shape { + appearance USE APP_2 + geometry DEF FACE_274 IndexedFaceSet { + coord DEF COORD_274 Coordinate { point [ + 0.126 -3.874 3.2990001,-0.126 -3.874 0.99999998, + -0.126 -3.874 3.2990001,0.126 -3.874 3.2990001, + 0.126 -3.874 0.99999998,-0.126 -3.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_274 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_278 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_275 Shape { + appearance USE APP_2 + geometry DEF FACE_275 IndexedFaceSet { + coord DEF COORD_275 Coordinate { point [ + -0.126 -3.874 0.99999998,-0.126 -4.1259998 3.2990001, + -0.126 -3.874 3.2990001,-0.126 -4.1259998 0.99999998, + -0.126 -4.1259998 3.2990001,-0.126 -3.874 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_275 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_279 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_276 Shape { + appearance USE APP_2 + geometry DEF FACE_276 IndexedFaceSet { + coord DEF COORD_276 Coordinate { point [ + -0.126 -4.1259998 0.99999998,0.126 -4.1259998 3.2990001, + -0.126 -4.1259998 3.2990001,0.126 -4.1259998 0.99999998, + 0.126 -4.1259998 3.2990001,-0.126 -4.1259998 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_276 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_280 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_277 Shape { + appearance USE APP_2 + geometry DEF FACE_277 IndexedFaceSet { + coord DEF COORD_277 Coordinate { point [ + 0.126 0.126 3.2990001,-0.126 0.126 0.99999998, + -0.126 0.126 3.2990001,0.126 0.126 3.2990001, + 0.126 0.126 0.99999998,-0.126 0.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_277 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_281 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_278 Shape { + appearance USE APP_2 + geometry DEF FACE_278 IndexedFaceSet { + coord DEF COORD_278 Coordinate { point [ + -0.126 0.126 0.99999998,-0.126 -0.126 3.2990001, + -0.126 0.126 3.2990001,-0.126 -0.126 0.99999998, + -0.126 -0.126 3.2990001,-0.126 0.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_278 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_282 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_279 Shape { + appearance USE APP_2 + geometry DEF FACE_279 IndexedFaceSet { + coord DEF COORD_279 Coordinate { point [ + -0.126 -0.126 0.99999998,0.126 -0.126 3.2990001, + -0.126 -0.126 3.2990001,0.126 -0.126 0.99999998, + 0.126 -0.126 3.2990001,-0.126 -0.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_279 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_283 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_280 Shape { + appearance USE APP_2 + geometry DEF FACE_280 IndexedFaceSet { + coord DEF COORD_280 Coordinate { point [ + 0.126 -0.126 3.2990001,0.126 0.126 0.99999998, + 0.126 0.126 3.2990001,0.126 -0.126 3.2990001, + 0.126 -0.126 0.99999998,0.126 0.126 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_280 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_284 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_281 Shape { + appearance USE APP_2 + geometry DEF FACE_281 IndexedFaceSet { + coord DEF COORD_281 Coordinate { point [ + 0.126 -1.1260001 3.2990001,0.126 -0.87399999 0.99999998, + 0.126 -0.87399999 3.2990001,0.126 -1.1260001 3.2990001, + 0.126 -1.1260001 0.99999998,0.126 -0.87399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_281 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_285 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_282 Shape { + appearance USE APP_2 + geometry DEF FACE_282 IndexedFaceSet { + coord DEF COORD_282 Coordinate { point [ + 0.126 -0.87399999 3.2990001,-0.126 -0.87399999 0.99999998, + -0.126 -0.87399999 3.2990001,0.126 -0.87399999 3.2990001, + 0.126 -0.87399999 0.99999998,-0.126 -0.87399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_282 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_286 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_283 Shape { + appearance USE APP_2 + geometry DEF FACE_283 IndexedFaceSet { + coord DEF COORD_283 Coordinate { point [ + -0.126 -0.87399999 0.99999998,-0.126 -1.1260001 3.2990001, + -0.126 -0.87399999 3.2990001,-0.126 -1.1260001 0.99999998, + -0.126 -1.1260001 3.2990001,-0.126 -0.87399999 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_283 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_287 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_284 Shape { + appearance USE APP_2 + geometry DEF FACE_284 IndexedFaceSet { + coord DEF COORD_284 Coordinate { point [ + -0.126 -1.1260001 0.99999998,0.126 -1.1260001 3.2990001, + -0.126 -1.1260001 3.2990001,0.126 -1.1260001 0.99999998, + 0.126 -1.1260001 3.2990001,-0.126 -1.1260001 0.99999998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_284 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_288 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_285 Shape { + appearance USE APP_2 + geometry DEF FACE_285 IndexedFaceSet { + coord DEF COORD_285 Coordinate { point [ + 0.062999998 -6.9369999 -1.181,-0.062999998 -6.9369999 -1.181, + -0.126 -6.8739996 -1.118,0.062999998 -6.9369999 -1.181, + -0.126 -6.8739996 -1.118,0.126 -6.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_285 Normal { vector [ + 0 0.70710467 -0.7071089,0 0.70710467 -0.7071089, + 0 0.70710464 -0.70710893,0 0.70710467 -0.7071089, + 0 0.70710464 -0.70710893,0 0.70710467 -0.7071089] } +} +} +] } +DEF TXFM_289 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_286 Shape { + appearance USE APP_2 + geometry DEF FACE_286 IndexedFaceSet { + coord DEF COORD_286 Coordinate { point [ + -0.062999998 -6.9369999 -1.181,-0.062999998 -7.0629998 -1.181, + -0.126 -7.1260002 -1.118,-0.062999998 -6.9369999 -1.181, + -0.126 -7.1260002 -1.118,-0.126 -6.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_286 Normal { vector [ + -0.70710648 0 -0.70710708,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710648 0 -0.70710708, + -0.70710654 0 -0.70710702,-0.70710645 0 -0.70710711] } +} +} +] } +DEF TXFM_290 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_287 Shape { + appearance USE APP_2 + geometry DEF FACE_287 IndexedFaceSet { + coord DEF COORD_287 Coordinate { point [ + -0.062999998 -7.0629998 -1.181,0.062999998 -7.0629998 -1.181, + -0.126 -7.1260002 -1.118,-0.126 -7.1260002 -1.118, + 0.062999998 -7.0629998 -1.181,0.126 -7.1260002 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_287 Normal { vector [ + 0 -0.70710467 -0.7071089,0 -0.70710464 -0.70710893, + 0 -0.7071047 -0.70710887,0 -0.7071047 -0.70710887, + 0 -0.70710464 -0.70710893,0 -0.70710467 -0.7071089] } +} +} +] } +DEF TXFM_291 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_288 Shape { + appearance USE APP_2 + geometry DEF FACE_288 IndexedFaceSet { + coord DEF COORD_288 Coordinate { point [ + 0.062999998 -7.0629998 -1.181,0.062999998 -6.9369999 -1.181, + 0.126 -7.1260002 -1.118,0.126 -7.1260002 -1.118, + 0.062999998 -6.9369999 -1.181,0.126 -6.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_288 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_292 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_289 Shape { + appearance USE APP_2 + geometry DEF FACE_289 IndexedFaceSet { + coord DEF COORD_289 Coordinate { point [ + 0.062999998 -8.0629995 -1.181,0.062999998 -7.9369996 -1.181, + 0.126 -8.1260005 -1.118,0.126 -8.1260005 -1.118, + 0.062999998 -7.9369996 -1.181,0.126 -7.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_289 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_293 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_290 Shape { + appearance USE APP_2 + geometry DEF FACE_290 IndexedFaceSet { + coord DEF COORD_290 Coordinate { point [ + 0.062999998 -7.9369996 -1.181,-0.062999998 -7.9369996 -1.181, + -0.126 -7.874 -1.118,0.062999998 -7.9369996 -1.181, + -0.126 -7.874 -1.118,0.126 -7.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_290 Normal { vector [ + 0 0.7071089 -0.70710467,0 0.70710887 -0.7071047, + 0 0.70710887 -0.7071047,0 0.7071089 -0.70710467, + 0 0.70710887 -0.7071047,0 0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_294 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_291 Shape { + appearance USE APP_2 + geometry DEF FACE_291 IndexedFaceSet { + coord DEF COORD_291 Coordinate { point [ + -0.062999998 -7.9369996 -1.181,-0.062999998 -8.0629995 -1.181, + -0.126 -8.1260005 -1.118,-0.062999998 -7.9369996 -1.181, + -0.126 -8.1260005 -1.118,-0.126 -7.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_291 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_295 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_292 Shape { + appearance USE APP_2 + geometry DEF FACE_292 IndexedFaceSet { + coord DEF COORD_292 Coordinate { point [ + -0.062999998 -8.0629995 -1.181,0.062999998 -8.0629995 -1.181, + -0.126 -8.1260005 -1.118,-0.126 -8.1260005 -1.118, + 0.062999998 -8.0629995 -1.181,0.126 -8.1260005 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_292 Normal { vector [ + 0 -0.70710043 -0.70711313,0 -0.70710046 -0.7071131, + 0 -0.70710049 -0.70711307,0 -0.70710049 -0.70711307, + 0 -0.70710046 -0.7071131,0 -0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_296 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_293 Shape { + appearance USE APP_2 + geometry DEF FACE_293 IndexedFaceSet { + coord DEF COORD_293 Coordinate { point [ + 0.062999998 -9.0629998 -1.181,0.062999998 -8.9369999 -1.181, + 0.126 -9.1260001 -1.118,0.126 -9.1260001 -1.118, + 0.062999998 -8.9369999 -1.181,0.126 -8.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_293 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_297 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_294 Shape { + appearance USE APP_2 + geometry DEF FACE_294 IndexedFaceSet { + coord DEF COORD_294 Coordinate { point [ + 0.062999998 -8.9369999 -1.181,-0.062999998 -8.9369999 -1.181, + -0.126 -8.8739996 -1.118,0.062999998 -8.9369999 -1.181, + -0.126 -8.8739996 -1.118,0.126 -8.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_294 Normal { vector [ + 0 0.70710467 -0.7071089,0 0.7071047 -0.70710887, + 0 0.70710467 -0.7071089,0 0.70710467 -0.7071089, + 0 0.70710467 -0.7071089,0 0.70710467 -0.7071089] } +} +} +] } +DEF TXFM_298 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_295 Shape { + appearance USE APP_2 + geometry DEF FACE_295 IndexedFaceSet { + coord DEF COORD_295 Coordinate { point [ + -0.062999998 -8.9369999 -1.181,-0.062999998 -9.0629998 -1.181, + -0.126 -9.1260001 -1.118,-0.062999998 -8.9369999 -1.181, + -0.126 -9.1260001 -1.118,-0.126 -8.8739996 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_295 Normal { vector [ + -0.70710648 0 -0.70710708,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_299 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_296 Shape { + appearance USE APP_2 + geometry DEF FACE_296 IndexedFaceSet { + coord DEF COORD_296 Coordinate { point [ + -0.062999998 -9.0629998 -1.181,0.062999998 -9.0629998 -1.181, + -0.126 -9.1260001 -1.118,-0.126 -9.1260001 -1.118, + 0.062999998 -9.0629998 -1.181,0.126 -9.1260001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_296 Normal { vector [ + 0 -0.7071047 -0.70710887,0 -0.70710467 -0.7071089, + 0 -0.70710464 -0.70710893,0 -0.70710464 -0.70710893, + 0 -0.70710467 -0.7071089,0 -0.70710467 -0.7071089] } +} +} +] } +DEF TXFM_300 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_297 Shape { + appearance USE APP_2 + geometry DEF FACE_297 IndexedFaceSet { + coord DEF COORD_297 Coordinate { point [ + -0.062999998 -12.062999 -1.181,0.062999998 -12.062999 -1.181, + -0.126 -12.126 -1.118,-0.126 -12.126 -1.118, + 0.062999998 -12.062999 -1.181,0.126 -12.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_297 Normal { vector [ + 0 -0.70710046 -0.7071131,0 -0.70710046 -0.7071131, + 0 -0.70710043 -0.70711313,0 -0.70710043 -0.70711313, + 0 -0.70710046 -0.7071131,0 -0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_301 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_298 Shape { + appearance USE APP_2 + geometry DEF FACE_298 IndexedFaceSet { + coord DEF COORD_298 Coordinate { point [ + 0.062999998 -12.062999 -1.181,0.062999998 -11.937 -1.181, + 0.126 -12.126 -1.118,0.126 -12.126 -1.118, + 0.062999998 -11.937 -1.181,0.126 -11.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_298 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_302 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_299 Shape { + appearance USE APP_2 + geometry DEF FACE_299 IndexedFaceSet { + coord DEF COORD_299 Coordinate { point [ + 0.062999998 -11.937 -1.181,-0.062999998 -11.937 -1.181, + -0.126 -11.873999 -1.118,0.062999998 -11.937 -1.181, + -0.126 -11.873999 -1.118,0.126 -11.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_299 Normal { vector [ + 0 0.70710043 -0.70711313,0 0.70710043 -0.70711313, + 0 0.7071004 -0.70711316,0 0.70710043 -0.70711313, + 0 0.7071004 -0.70711316,0 0.70710043 -0.70711313] } +} +} +] } +DEF TXFM_303 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_300 Shape { + appearance USE APP_2 + geometry DEF FACE_300 IndexedFaceSet { + coord DEF COORD_300 Coordinate { point [ + -0.062999998 -11.937 -1.181,-0.062999998 -12.062999 -1.181, + -0.126 -12.126 -1.118,-0.062999998 -11.937 -1.181, + -0.126 -12.126 -1.118,-0.126 -11.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_300 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710657 0 -0.70710699, + -0.70710648 0 -0.70710708,-0.70710654 0 -0.70710702, + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_304 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_301 Shape { + appearance USE APP_2 + geometry DEF FACE_301 IndexedFaceSet { + coord DEF COORD_301 Coordinate { point [ + 0.062999998 -11.063 -1.181,0.062999998 -10.937 -1.181, + 0.126 -11.126 -1.118,0.126 -11.126 -1.118, + 0.062999998 -10.937 -1.181,0.126 -10.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_301 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_305 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_302 Shape { + appearance USE APP_2 + geometry DEF FACE_302 IndexedFaceSet { + coord DEF COORD_302 Coordinate { point [ + 0.062999998 -10.937 -1.181,-0.062999998 -10.937 -1.181, + -0.126 -10.874 -1.118,0.062999998 -10.937 -1.181, + -0.126 -10.874 -1.118,0.126 -10.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_302 Normal { vector [ + 0 0.7071047 -0.70710887,0 0.70710467 -0.7071089, + 0 0.70710464 -0.70710893,0 0.7071047 -0.70710887, + 0 0.70710464 -0.70710893,0 0.70710467 -0.7071089] } +} +} +] } +DEF TXFM_306 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_303 Shape { + appearance USE APP_2 + geometry DEF FACE_303 IndexedFaceSet { + coord DEF COORD_303 Coordinate { point [ + -0.062999998 -10.937 -1.181,-0.062999998 -11.063 -1.181, + -0.126 -11.126 -1.118,-0.062999998 -10.937 -1.181, + -0.126 -11.126 -1.118,-0.126 -10.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_303 Normal { vector [ + -0.70710645 0 -0.70710711,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710645 0 -0.70710711, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_307 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_304 Shape { + appearance USE APP_2 + geometry DEF FACE_304 IndexedFaceSet { + coord DEF COORD_304 Coordinate { point [ + -0.062999998 -11.063 -1.181,0.062999998 -11.063 -1.181, + -0.126 -11.126 -1.118,-0.126 -11.126 -1.118, + 0.062999998 -11.063 -1.181,0.126 -11.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_304 Normal { vector [ + 0 -0.70710467 -0.7071089,0 -0.70710467 -0.7071089, + 0 -0.70710467 -0.7071089,0 -0.70710467 -0.7071089, + 0 -0.70710467 -0.7071089,0 -0.70710467 -0.7071089] } +} +} +] } +DEF TXFM_308 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_305 Shape { + appearance USE APP_2 + geometry DEF FACE_305 IndexedFaceSet { + coord DEF COORD_305 Coordinate { point [ + 0.062999998 -10.062999 -1.181,0.062999998 -9.9370003 -1.181, + 0.126 -10.126001 -1.118,0.126 -10.126001 -1.118, + 0.062999998 -9.9370003 -1.181,0.126 -9.8739992 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_305 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710648 0 -0.70710708, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710648 0 -0.70710708,0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_309 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_306 Shape { + appearance USE APP_2 + geometry DEF FACE_306 IndexedFaceSet { + coord DEF COORD_306 Coordinate { point [ + 0.062999998 -9.9370003 -1.181,-0.062999998 -9.9370003 -1.181, + -0.126 -9.8739992 -1.118,0.062999998 -9.9370003 -1.181, + -0.126 -9.8739992 -1.118,0.126 -9.8739992 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_306 Normal { vector [ + 0 0.70710046 -0.7071131,0 0.70710043 -0.70711313, + 0 0.7071004 -0.70711316,0 0.70710046 -0.7071131, + 0 0.7071004 -0.70711316,0 0.70710046 -0.7071131] } +} +} +] } +DEF TXFM_310 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_307 Shape { + appearance USE APP_2 + geometry DEF FACE_307 IndexedFaceSet { + coord DEF COORD_307 Coordinate { point [ + -0.062999998 -9.9370003 -1.181,-0.062999998 -10.062999 -1.181, + -0.126 -10.126001 -1.118,-0.062999998 -9.9370003 -1.181, + -0.126 -10.126001 -1.118,-0.126 -9.8739992 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_307 Normal { vector [ + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_311 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_308 Shape { + appearance USE APP_2 + geometry DEF FACE_308 IndexedFaceSet { + coord DEF COORD_308 Coordinate { point [ + -0.062999998 -10.062999 -1.181,0.062999998 -10.062999 -1.181, + -0.126 -10.126001 -1.118,-0.126 -10.126001 -1.118, + 0.062999998 -10.062999 -1.181,0.126 -10.126001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_308 Normal { vector [ + 0 -0.70710043 -0.70711313,0 -0.70710046 -0.7071131, + 0 -0.70710046 -0.7071131,0 -0.70710046 -0.7071131, + 0 -0.70710046 -0.7071131,0 -0.70710043 -0.70711313] } +} +} +] } +DEF TXFM_312 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_309 Shape { + appearance USE APP_2 + geometry DEF FACE_309 IndexedFaceSet { + coord DEF COORD_309 Coordinate { point [ + 0.062999998 -16.937001 -1.181,-0.062999998 -16.937001 -1.181, + -0.126 -16.874001 -1.118,0.062999998 -16.937001 -1.181, + -0.126 -16.874001 -1.118,0.126 -16.874001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_309 Normal { vector [ + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_313 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_310 Shape { + appearance USE APP_2 + geometry DEF FACE_310 IndexedFaceSet { + coord DEF COORD_310 Coordinate { point [ + -0.062999998 -16.937001 -1.181,-0.062999998 -17.063 -1.181, + -0.126 -17.125999 -1.118,-0.062999998 -16.937001 -1.181, + -0.126 -17.125999 -1.118,-0.126 -16.874001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_310 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_314 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_311 Shape { + appearance USE APP_2 + geometry DEF FACE_311 IndexedFaceSet { + coord DEF COORD_311 Coordinate { point [ + -0.062999998 -17.063 -1.181,0.062999998 -17.063 -1.181, + -0.126 -17.125999 -1.118,-0.126 -17.125999 -1.118, + 0.062999998 -17.063 -1.181,0.126 -17.125999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_311 Normal { vector [ + 0 -0.7071089 -0.70710467,0 -0.70710893 -0.70710464, + 0 -0.70710893 -0.70710464,0 -0.70710893 -0.70710464, + 0 -0.70710893 -0.70710464,0 -0.70710893 -0.70710464] } +} +} +] } +DEF TXFM_315 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_312 Shape { + appearance USE APP_2 + geometry DEF FACE_312 IndexedFaceSet { + coord DEF COORD_312 Coordinate { point [ + 0.062999998 -17.063 -1.181,0.062999998 -16.937001 -1.181, + 0.126 -17.125999 -1.118,0.126 -17.125999 -1.118, + 0.062999998 -16.937001 -1.181,0.126 -16.874001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_312 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_316 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_313 Shape { + appearance USE APP_2 + geometry DEF FACE_313 IndexedFaceSet { + coord DEF COORD_313 Coordinate { point [ + 0.062999998 -16.062999 -1.181,0.062999998 -15.937 -1.181, + 0.126 -16.125999 -1.118,0.126 -16.125999 -1.118, + 0.062999998 -15.937 -1.181,0.126 -15.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_313 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705, + 0.70710648 0 -0.70710708,0.70710648 0 -0.70710708, + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_317 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_314 Shape { + appearance USE APP_2 + geometry DEF FACE_314 IndexedFaceSet { + coord DEF COORD_314 Coordinate { point [ + 0.062999998 -15.937 -1.181,-0.062999998 -15.937 -1.181, + -0.126 -15.873999 -1.118,0.062999998 -15.937 -1.181, + -0.126 -15.873999 -1.118,0.126 -15.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_314 Normal { vector [ + 0 0.70710043 -0.70711313,0 0.70710043 -0.70711313, + 0 0.7071004 -0.70711316,0 0.70710043 -0.70711313, + 0 0.7071004 -0.70711316,0 0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_318 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_315 Shape { + appearance USE APP_2 + geometry DEF FACE_315 IndexedFaceSet { + coord DEF COORD_315 Coordinate { point [ + -0.062999998 -15.937 -1.181,-0.062999998 -16.062999 -1.181, + -0.126 -16.125999 -1.118,-0.062999998 -15.937 -1.181, + -0.126 -16.125999 -1.118,-0.126 -15.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_315 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710657 0 -0.70710699] } +} +} +] } +DEF TXFM_319 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_316 Shape { + appearance USE APP_2 + geometry DEF FACE_316 IndexedFaceSet { + coord DEF COORD_316 Coordinate { point [ + -0.062999998 -16.062999 -1.181,0.062999998 -16.062999 -1.181, + -0.126 -16.125999 -1.118,-0.126 -16.125999 -1.118, + 0.062999998 -16.062999 -1.181,0.126 -16.125999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_316 Normal { vector [ + 0 -0.70710893 -0.70710464,0 -0.70710893 -0.70710464, + 0 -0.7071089 -0.70710467,0 -0.7071089 -0.70710467, + 0 -0.70710893 -0.70710464,0 -0.70710893 -0.70710464] } +} +} +] } +DEF TXFM_320 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_317 Shape { + appearance USE APP_2 + geometry DEF FACE_317 IndexedFaceSet { + coord DEF COORD_317 Coordinate { point [ + -0.062999998 -15.062999 -1.181,0.062999998 -15.062999 -1.181, + -0.126 -15.126 -1.118,-0.126 -15.126 -1.118, + 0.062999998 -15.062999 -1.181,0.126 -15.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_317 Normal { vector [ + 0 -0.7071004 -0.70711316,0 -0.7071004 -0.70711316, + 0 -0.70710043 -0.70711313,0 -0.70710043 -0.70711313, + 0 -0.7071004 -0.70711316,0 -0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_321 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_318 Shape { + appearance USE APP_2 + geometry DEF FACE_318 IndexedFaceSet { + coord DEF COORD_318 Coordinate { point [ + 0.062999998 -15.062999 -1.181,0.062999998 -14.937 -1.181, + 0.126 -15.126 -1.118,0.126 -15.126 -1.118, + 0.062999998 -14.937 -1.181,0.126 -14.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_318 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_322 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_319 Shape { + appearance USE APP_2 + geometry DEF FACE_319 IndexedFaceSet { + coord DEF COORD_319 Coordinate { point [ + 0.062999998 -14.937 -1.181,-0.062999998 -14.937 -1.181, + -0.126 -14.873999 -1.118,0.062999998 -14.937 -1.181, + -0.126 -14.873999 -1.118,0.126 -14.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_319 Normal { vector [ + 0 0.70710043 -0.70711313,0 0.70710046 -0.7071131, + 0 0.70710043 -0.70711313,0 0.70710043 -0.70711313, + 0 0.70710043 -0.70711313,0 0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_323 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_320 Shape { + appearance USE APP_2 + geometry DEF FACE_320 IndexedFaceSet { + coord DEF COORD_320 Coordinate { point [ + -0.062999998 -14.937 -1.181,-0.062999998 -15.062999 -1.181, + -0.126 -15.126 -1.118,-0.062999998 -14.937 -1.181, + -0.126 -15.126 -1.118,-0.126 -14.873999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_320 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_324 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_321 Shape { + appearance USE APP_2 + geometry DEF FACE_321 IndexedFaceSet { + coord DEF COORD_321 Coordinate { point [ + 0.062999998 -13.063 -1.181,0.062999998 -12.937001 -1.181, + 0.126 -13.126001 -1.118,0.126 -13.126001 -1.118, + 0.062999998 -12.937001 -1.181,0.126 -12.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_321 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_325 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_322 Shape { + appearance USE APP_2 + geometry DEF FACE_322 IndexedFaceSet { + coord DEF COORD_322 Coordinate { point [ + 0.062999998 -12.937001 -1.181,-0.062999998 -12.937001 -1.181, + -0.126 -12.874 -1.118,0.062999998 -12.937001 -1.181, + -0.126 -12.874 -1.118,0.126 -12.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_322 Normal { vector [ + 0 0.7071004 -0.70711316,0 0.70710046 -0.7071131, + 0 0.7071004 -0.70711316,0 0.7071004 -0.70711316, + 0 0.7071004 -0.70711316,0 0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_326 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_323 Shape { + appearance USE APP_2 + geometry DEF FACE_323 IndexedFaceSet { + coord DEF COORD_323 Coordinate { point [ + -0.062999998 -12.937001 -1.181,-0.062999998 -13.063 -1.181, + -0.126 -13.126001 -1.118,-0.062999998 -12.937001 -1.181, + -0.126 -13.126001 -1.118,-0.126 -12.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_323 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_327 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_324 Shape { + appearance USE APP_2 + geometry DEF FACE_324 IndexedFaceSet { + coord DEF COORD_324 Coordinate { point [ + -0.062999998 -13.063 -1.181,0.062999998 -13.063 -1.181, + -0.126 -13.126001 -1.118,-0.126 -13.126001 -1.118, + 0.062999998 -13.063 -1.181,0.126 -13.126001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_324 Normal { vector [ + 0 -0.70710046 -0.7071131,0 -0.70710043 -0.70711313, + 0 -0.70710037 -0.70711319,0 -0.70710037 -0.70711319, + 0 -0.70710043 -0.70711313,0 -0.7071004 -0.70711316] } +} +} +] } +DEF TXFM_328 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_325 Shape { + appearance USE APP_2 + geometry DEF FACE_325 IndexedFaceSet { + coord DEF COORD_325 Coordinate { point [ + 0.062999998 -13.936999 -1.181,-0.062999998 -13.936999 -1.181, + -0.126 -13.874 -1.118,0.062999998 -13.936999 -1.181, + -0.126 -13.874 -1.118,0.126 -13.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_325 Normal { vector [ + 0 0.7071089 -0.70710467,0 0.70710887 -0.7071047, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_329 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_326 Shape { + appearance USE APP_2 + geometry DEF FACE_326 IndexedFaceSet { + coord DEF COORD_326 Coordinate { point [ + -0.062999998 -13.936999 -1.181,-0.062999998 -14.063 -1.181, + -0.126 -14.126 -1.118,-0.062999998 -13.936999 -1.181, + -0.126 -14.126 -1.118,-0.126 -13.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_326 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_330 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_327 Shape { + appearance USE APP_2 + geometry DEF FACE_327 IndexedFaceSet { + coord DEF COORD_327 Coordinate { point [ + -0.062999998 -14.063 -1.181,0.062999998 -14.063 -1.181, + -0.126 -14.126 -1.118,-0.126 -14.126 -1.118, + 0.062999998 -14.063 -1.181,0.126 -14.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_327 Normal { vector [ + 0 -0.70710893 -0.70710464,0 -0.70710896 -0.70710461, + 0 -0.70710887 -0.7071047,0 -0.70710887 -0.7071047, + 0 -0.70710896 -0.70710461,0 -0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_331 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_328 Shape { + appearance USE APP_2 + geometry DEF FACE_328 IndexedFaceSet { + coord DEF COORD_328 Coordinate { point [ + 0.062999998 -14.063 -1.181,0.062999998 -13.936999 -1.181, + 0.126 -14.126 -1.118,0.126 -14.126 -1.118, + 0.062999998 -13.936999 -1.181,0.126 -13.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_328 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705, + 0.70710657 0 -0.70710699,0.70710657 0 -0.70710699, + 0.70710651 0 -0.70710705,0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_332 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_329 Shape { + appearance USE APP_2 + geometry DEF FACE_329 IndexedFaceSet { + coord DEF COORD_329 Coordinate { point [ + 0.062999998 -18.063 -1.181,0.062999998 -17.936999 -1.181, + 0.126 -18.126 -1.118,0.126 -18.126 -1.118, + 0.062999998 -17.936999 -1.181,0.126 -17.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_329 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_333 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_330 Shape { + appearance USE APP_2 + geometry DEF FACE_330 IndexedFaceSet { + coord DEF COORD_330 Coordinate { point [ + 0.062999998 -17.936999 -1.181,-0.062999998 -17.936999 -1.181, + -0.126 -17.874 -1.118,0.062999998 -17.936999 -1.181, + -0.126 -17.874 -1.118,0.126 -17.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_330 Normal { vector [ + 0 0.7071089 -0.70710467,0 0.70710887 -0.7071047, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.70710893 -0.70710464] } +} +} +] } +DEF TXFM_334 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_331 Shape { + appearance USE APP_2 + geometry DEF FACE_331 IndexedFaceSet { + coord DEF COORD_331 Coordinate { point [ + -0.062999998 -17.936999 -1.181,-0.062999998 -18.063 -1.181, + -0.126 -18.126 -1.118,-0.062999998 -17.936999 -1.181, + -0.126 -18.126 -1.118,-0.126 -17.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_331 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_335 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_332 Shape { + appearance USE APP_2 + geometry DEF FACE_332 IndexedFaceSet { + coord DEF COORD_332 Coordinate { point [ + -0.062999998 -18.063 -1.181,0.062999998 -18.063 -1.181, + -0.126 -18.126 -1.118,-0.126 -18.126 -1.118, + 0.062999998 -18.063 -1.181,0.126 -18.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_332 Normal { vector [ + 0 -0.7071089 -0.70710467,0 -0.7071089 -0.70710467, + 0 -0.70710893 -0.70710464,0 -0.70710893 -0.70710464, + 0 -0.7071089 -0.70710467,0 -0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_336 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_333 Shape { + appearance USE APP_2 + geometry DEF FACE_333 IndexedFaceSet { + coord DEF COORD_333 Coordinate { point [ + 0.062999998 -19.062999 -1.181,0.062999998 -18.937 -1.181, + 0.126 -19.125998 -1.118,0.126 -19.125998 -1.118, + 0.062999998 -18.937 -1.181,0.126 -18.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_333 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710648 0 -0.70710708,0.70710648 0 -0.70710708, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_337 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_334 Shape { + appearance USE APP_2 + geometry DEF FACE_334 IndexedFaceSet { + coord DEF COORD_334 Coordinate { point [ + 0.062999998 -18.937 -1.181,-0.062999998 -18.937 -1.181, + -0.126 -18.874 -1.118,0.062999998 -18.937 -1.181, + -0.126 -18.874 -1.118,0.126 -18.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_334 Normal { vector [ + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_338 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_335 Shape { + appearance USE APP_2 + geometry DEF FACE_335 IndexedFaceSet { + coord DEF COORD_335 Coordinate { point [ + -0.062999998 -18.937 -1.181,-0.062999998 -19.062999 -1.181, + -0.126 -19.125998 -1.118,-0.062999998 -18.937 -1.181, + -0.126 -19.125998 -1.118,-0.126 -18.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_335 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710657 0 -0.70710699] } +} +} +] } +DEF TXFM_339 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_336 Shape { + appearance USE APP_2 + geometry DEF FACE_336 IndexedFaceSet { + coord DEF COORD_336 Coordinate { point [ + -0.062999998 -19.062999 -1.181,0.062999998 -19.062999 -1.181, + -0.126 -19.125998 -1.118,-0.126 -19.125998 -1.118, + 0.062999998 -19.062999 -1.181,0.126 -19.125998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_336 Normal { vector [ + 0 -0.7071089 -0.70710467,0 -0.70710887 -0.7071047, + 0 -0.70710887 -0.7071047,0 -0.70710887 -0.7071047, + 0 -0.70710887 -0.7071047,0 -0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_340 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_337 Shape { + appearance USE APP_2 + geometry DEF FACE_337 IndexedFaceSet { + coord DEF COORD_337 Coordinate { point [ + 0.062999998 -5.9369996 -1.181,-0.062999998 -5.9369996 -1.181, + -0.126 -5.874 -1.118,0.062999998 -5.9369996 -1.181, + -0.126 -5.874 -1.118,0.126 -5.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_337 Normal { vector [ + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_341 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_338 Shape { + appearance USE APP_2 + geometry DEF FACE_338 IndexedFaceSet { + coord DEF COORD_338 Coordinate { point [ + -0.062999998 -5.9369996 -1.181,-0.062999998 -6.0630002 -1.181, + -0.126 -6.1259998 -1.118,-0.062999998 -5.9369996 -1.181, + -0.126 -6.1259998 -1.118,-0.126 -5.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_338 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_342 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_339 Shape { + appearance USE APP_2 + geometry DEF FACE_339 IndexedFaceSet { + coord DEF COORD_339 Coordinate { point [ + -0.062999998 -6.0630002 -1.181,0.062999998 -6.0630002 -1.181, + -0.126 -6.1259998 -1.118,-0.126 -6.1259998 -1.118, + 0.062999998 -6.0630002 -1.181,0.126 -6.1259998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_339 Normal { vector [ + 0 -0.7071089 -0.70710467,0 -0.70710887 -0.7071047, + 0 -0.70710887 -0.7071047,0 -0.70710887 -0.7071047, + 0 -0.70710887 -0.7071047,0 -0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_343 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_340 Shape { + appearance USE APP_2 + geometry DEF FACE_340 IndexedFaceSet { + coord DEF COORD_340 Coordinate { point [ + 0.062999998 -6.0630002 -1.181,0.062999998 -5.9369996 -1.181, + 0.126 -6.1259998 -1.118,0.126 -6.1259998 -1.118, + 0.062999998 -5.9369996 -1.181,0.126 -5.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_340 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_344 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_341 Shape { + appearance USE APP_2 + geometry DEF FACE_341 IndexedFaceSet { + coord DEF COORD_341 Coordinate { point [ + 0.062999998 -2.0629999 -1.181,0.062999998 -1.937 -1.181, + 0.126 -2.1259999 -1.118,0.126 -2.1259999 -1.118, + 0.062999998 -1.937 -1.181,0.126 -1.8739999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_341 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_345 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_342 Shape { + appearance USE APP_2 + geometry DEF FACE_342 IndexedFaceSet { + coord DEF COORD_342 Coordinate { point [ + 0.062999998 -1.937 -1.181,-0.062999998 -1.937 -1.181, + -0.126 -1.8739999 -1.118,0.062999998 -1.937 -1.181, + -0.126 -1.8739999 -1.118,0.126 -1.8739999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_342 Normal { vector [ + 0 0.70710574 -0.70710782,0 0.70710574 -0.70710782, + 0 0.70710565 -0.70710791,0 0.70710574 -0.70710782, + 0 0.70710565 -0.70710791,0 0.70710568 -0.70710788] } +} +} +] } +DEF TXFM_346 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_343 Shape { + appearance USE APP_2 + geometry DEF FACE_343 IndexedFaceSet { + coord DEF COORD_343 Coordinate { point [ + -0.062999998 -1.937 -1.181,-0.062999998 -2.0629999 -1.181, + -0.126 -2.1259999 -1.118,-0.062999998 -1.937 -1.181, + -0.126 -2.1259999 -1.118,-0.126 -1.8739999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_343 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702, + -0.70710657 0 -0.70710699,-0.70710654 0 -0.70710702, + -0.70710657 0 -0.70710699,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_347 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_344 Shape { + appearance USE APP_2 + geometry DEF FACE_344 IndexedFaceSet { + coord DEF COORD_344 Coordinate { point [ + -0.062999998 -2.0629999 -1.181,0.062999998 -2.0629999 -1.181, + -0.126 -2.1259999 -1.118,-0.126 -2.1259999 -1.118, + 0.062999998 -2.0629999 -1.181,0.126 -2.1259999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_344 Normal { vector [ + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_348 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_345 Shape { + appearance USE APP_2 + geometry DEF FACE_345 IndexedFaceSet { + coord DEF COORD_345 Coordinate { point [ + -0.062999998 -3.0629999 -1.181,0.062999998 -3.0629999 -1.181, + -0.126 -3.1259999 -1.118,-0.126 -3.1259999 -1.118, + 0.062999998 -3.0629999 -1.181,0.126 -3.1259999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_345 Normal { vector [ + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_349 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_346 Shape { + appearance USE APP_2 + geometry DEF FACE_346 IndexedFaceSet { + coord DEF COORD_346 Coordinate { point [ + 0.062999998 -3.0629999 -1.181,0.062999998 -2.937 -1.181, + 0.126 -3.1259999 -1.118,0.126 -3.1259999 -1.118, + 0.062999998 -2.937 -1.181,0.126 -2.8740001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_346 Normal { vector [ + 0.70710657 0 -0.70710699,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_350 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_347 Shape { + appearance USE APP_2 + geometry DEF FACE_347 IndexedFaceSet { + coord DEF COORD_347 Coordinate { point [ + 0.062999998 -2.937 -1.181,-0.062999998 -2.937 -1.181, + -0.126 -2.8740001 -1.118,0.062999998 -2.937 -1.181, + -0.126 -2.8740001 -1.118,0.126 -2.8740001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_347 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_351 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_348 Shape { + appearance USE APP_2 + geometry DEF FACE_348 IndexedFaceSet { + coord DEF COORD_348 Coordinate { point [ + -0.062999998 -2.937 -1.181,-0.062999998 -3.0629999 -1.181, + -0.126 -3.1259999 -1.118,-0.062999998 -2.937 -1.181, + -0.126 -3.1259999 -1.118,-0.126 -2.8740001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_348 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710657 0 -0.70710699, + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_352 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_349 Shape { + appearance USE APP_2 + geometry DEF FACE_349 IndexedFaceSet { + coord DEF COORD_349 Coordinate { point [ + -0.062999998 -5.0630003 -1.181,0.062999998 -5.0630003 -1.181, + -0.126 -5.1259998 -1.118,-0.126 -5.1259998 -1.118, + 0.062999998 -5.0630003 -1.181,0.126 -5.1259998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_349 Normal { vector [ + 0 -0.70710887 -0.7071047,0 -0.70710887 -0.7071047, + 0 -0.7071089 -0.70710467,0 -0.7071089 -0.70710467, + 0 -0.70710887 -0.7071047,0 -0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_353 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_350 Shape { + appearance USE APP_2 + geometry DEF FACE_350 IndexedFaceSet { + coord DEF COORD_350 Coordinate { point [ + 0.062999998 -5.0630003 -1.181,0.062999998 -4.9369996 -1.181, + 0.126 -5.1259998 -1.118,0.126 -5.1259998 -1.118, + 0.062999998 -4.9369996 -1.181,0.126 -4.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_350 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710657 0 -0.70710699, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710657 0 -0.70710699,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_354 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_351 Shape { + appearance USE APP_2 + geometry DEF FACE_351 IndexedFaceSet { + coord DEF COORD_351 Coordinate { point [ + 0.062999998 -4.9369996 -1.181,-0.062999998 -4.9369996 -1.181, + -0.126 -4.874 -1.118,0.062999998 -4.9369996 -1.181, + -0.126 -4.874 -1.118,0.126 -4.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_351 Normal { vector [ + 0 0.70710887 -0.7071047,0 0.70710887 -0.7071047, + 0 0.7071089 -0.70710467,0 0.70710887 -0.7071047, + 0 0.7071089 -0.70710467,0 0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_355 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_352 Shape { + appearance USE APP_2 + geometry DEF FACE_352 IndexedFaceSet { + coord DEF COORD_352 Coordinate { point [ + -0.062999998 -4.9369996 -1.181,-0.062999998 -5.0630003 -1.181, + -0.126 -5.1259998 -1.118,-0.062999998 -4.9369996 -1.181, + -0.126 -5.1259998 -1.118,-0.126 -4.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_352 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710648 0 -0.70710708, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_356 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_353 Shape { + appearance USE APP_2 + geometry DEF FACE_353 IndexedFaceSet { + coord DEF COORD_353 Coordinate { point [ + 0.062999998 -4.0630003 -1.181,0.062999998 -3.937 -1.181, + 0.126 -4.1259998 -1.118,0.126 -4.1259998 -1.118, + 0.062999998 -3.937 -1.181,0.126 -3.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_353 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_357 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_354 Shape { + appearance USE APP_2 + geometry DEF FACE_354 IndexedFaceSet { + coord DEF COORD_354 Coordinate { point [ + 0.062999998 -3.937 -1.181,-0.062999998 -3.937 -1.181, + -0.126 -3.874 -1.118,0.062999998 -3.937 -1.181, + -0.126 -3.874 -1.118,0.126 -3.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_354 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_358 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_355 Shape { + appearance USE APP_2 + geometry DEF FACE_355 IndexedFaceSet { + coord DEF COORD_355 Coordinate { point [ + -0.062999998 -3.937 -1.181,-0.062999998 -4.0630003 -1.181, + -0.126 -4.1259998 -1.118,-0.062999998 -3.937 -1.181, + -0.126 -4.1259998 -1.118,-0.126 -3.874 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_355 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_359 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_356 Shape { + appearance USE APP_2 + geometry DEF FACE_356 IndexedFaceSet { + coord DEF COORD_356 Coordinate { point [ + -0.062999998 -4.0630003 -1.181,0.062999998 -4.0630003 -1.181, + -0.126 -4.1259998 -1.118,-0.126 -4.1259998 -1.118, + 0.062999998 -4.0630003 -1.181,0.126 -4.1259998 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_356 Normal { vector [ + 0 -0.70710893 -0.70710464,0 -0.70710887 -0.7071047, + 0 -0.70710893 -0.70710464,0 -0.70710893 -0.70710464, + 0 -0.70710887 -0.7071047,0 -0.7071089 -0.70710467] } +} +} +] } +DEF TXFM_360 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_357 Shape { + appearance USE APP_2 + geometry DEF FACE_357 IndexedFaceSet { + coord DEF COORD_357 Coordinate { point [ + 0.062999998 0.062999998 -1.181,-0.062999998 0.062999998 -1.181, + -0.126 0.126 -1.118,0.062999998 0.062999998 -1.181, + -0.126 0.126 -1.118,0.126 0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_357 Normal { vector [ + 0 0.70710657 -0.70710699,0 0.70710654 -0.70710702, + 0 0.70710651 -0.70710705,0 0.70710657 -0.70710699, + 0 0.70710651 -0.70710705,0 0.70710651 -0.70710705] } +} +} +] } +DEF TXFM_361 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_358 Shape { + appearance USE APP_2 + geometry DEF FACE_358 IndexedFaceSet { + coord DEF COORD_358 Coordinate { point [ + -0.062999998 0.062999998 -1.181,-0.062999998 -0.062999998 -1.181, + -0.126 -0.126 -1.118,-0.062999998 0.062999998 -1.181, + -0.126 -0.126 -1.118,-0.126 0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_358 Normal { vector [ + -0.70710657 0 -0.70710699,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710657 0 -0.70710699, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_362 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_359 Shape { + appearance USE APP_2 + geometry DEF FACE_359 IndexedFaceSet { + coord DEF COORD_359 Coordinate { point [ + -0.062999998 -0.062999998 -1.181,0.062999998 -0.062999998 -1.181, + -0.126 -0.126 -1.118,-0.126 -0.126 -1.118, + 0.062999998 -0.062999998 -1.181,0.126 -0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_359 Normal { vector [ + 0 -0.70710654 -0.70710702,0 -0.70710654 -0.70710702, + 0 -0.70710651 -0.70710705,0 -0.70710651 -0.70710705, + 0 -0.70710654 -0.70710702,0 -0.70710654 -0.70710702] } +} +} +] } +DEF TXFM_363 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_360 Shape { + appearance USE APP_2 + geometry DEF FACE_360 IndexedFaceSet { + coord DEF COORD_360 Coordinate { point [ + 0.062999998 -0.062999998 -1.181,0.062999998 0.062999998 -1.181, + 0.126 -0.126 -1.118,0.126 -0.126 -1.118, + 0.062999998 0.062999998 -1.181,0.126 0.126 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_360 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_364 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_361 Shape { + appearance USE APP_2 + geometry DEF FACE_361 IndexedFaceSet { + coord DEF COORD_361 Coordinate { point [ + 0.062999998 -1.0629999 -1.181,0.062999998 -0.93699994 -1.181, + 0.126 -1.1260001 -1.118,0.126 -1.1260001 -1.118, + 0.062999998 -0.93699994 -1.181,0.126 -0.87399999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_361 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710657 0 -0.70710699,0.70710657 0 -0.70710699, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_365 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_362 Shape { + appearance USE APP_2 + geometry DEF FACE_362 IndexedFaceSet { + coord DEF COORD_362 Coordinate { point [ + 0.062999998 -0.93699994 -1.181,-0.062999998 -0.93699994 -1.181, + -0.126 -0.87399999 -1.118,0.062999998 -0.93699994 -1.181, + -0.126 -0.87399999 -1.118,0.126 -0.87399999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_362 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_366 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_363 Shape { + appearance USE APP_2 + geometry DEF FACE_363 IndexedFaceSet { + coord DEF COORD_363 Coordinate { point [ + -0.062999998 -0.93699994 -1.181,-0.062999998 -1.0629999 -1.181, + -0.126 -1.1260001 -1.118,-0.062999998 -0.93699994 -1.181, + -0.126 -1.1260001 -1.118,-0.126 -0.87399999 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_363 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710657 0 -0.70710699, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710654 0 -0.70710702,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_367 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_364 Shape { + appearance USE APP_2 + geometry DEF FACE_364 IndexedFaceSet { + coord DEF COORD_364 Coordinate { point [ + -0.062999998 -1.0629999 -1.181,0.062999998 -1.0629999 -1.181, + -0.126 -1.1260001 -1.118,-0.126 -1.1260001 -1.118, + 0.062999998 -1.0629999 -1.181,0.126 -1.1260001 -1.118] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_364 Normal { vector [ + 0 -0.70710571 -0.70710785,0 -0.70710574 -0.70710782, + 0 -0.70710571 -0.70710785,0 -0.70710571 -0.70710785, + 0 -0.70710574 -0.70710782,0 -0.70710574 -0.70710782] } +} +} +] } +DEF TXFM_368 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_365 Shape { + appearance USE APP_2 + geometry DEF FACE_365 IndexedFaceSet { + coord DEF COORD_365 Coordinate { point [ + -0.062999998 -6.9369999 3.3620001,0.062999998 -6.9369999 3.3620001, + -0.126 -6.8739996 3.2990001,-0.126 -6.8739996 3.2990001, + 0.062999998 -6.9369999 3.3620001,0.126 -6.8739996 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_365 Normal { vector [ + 0 0.7071047 0.70710887,0 0.70710464 0.70710893, + 0 0.70710464 0.70710893,0 0.70710464 0.70710893, + 0 0.70710464 0.70710893,0 0.70710467 0.7071089] } +} +} +] } +DEF TXFM_369 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_366 Shape { + appearance USE APP_2 + geometry DEF FACE_366 IndexedFaceSet { + coord DEF COORD_366 Coordinate { point [ + -0.062999998 -7.0629998 3.3620001,-0.062999998 -6.9369999 3.3620001, + -0.126 -7.1260002 3.2990001,-0.126 -7.1260002 3.2990001, + -0.062999998 -6.9369999 3.3620001,-0.126 -6.8739996 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_366 Normal { vector [ + -0.70710657 0 0.70710699,-0.70710651 0 0.70710705, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_370 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_367 Shape { + appearance USE APP_2 + geometry DEF FACE_367 IndexedFaceSet { + coord DEF COORD_367 Coordinate { point [ + 0.062999998 -7.0629998 3.3620001,-0.062999998 -7.0629998 3.3620001, + -0.126 -7.1260002 3.2990001,0.062999998 -7.0629998 3.3620001, + -0.126 -7.1260002 3.2990001,0.126 -7.1260002 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_367 Normal { vector [ + 0 -0.70710464 0.70710893,0 -0.70710467 0.7071089, + 0 -0.70710467 0.7071089,0 -0.70710464 0.70710893, + 0 -0.70710467 0.7071089,0 -0.70710467 0.7071089] } +} +} +] } +DEF TXFM_371 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_368 Shape { + appearance USE APP_2 + geometry DEF FACE_368 IndexedFaceSet { + coord DEF COORD_368 Coordinate { point [ + 0.062999998 -6.9369999 3.3620001,0.062999998 -7.0629998 3.3620001, + 0.126 -7.1260002 3.2990001,0.062999998 -6.9369999 3.3620001, + 0.126 -7.1260002 3.2990001,0.126 -6.8739996 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_368 Normal { vector [ + 0.70710651 0 0.70710705,0.70710657 0 0.70710699, + 0.70710654 0 0.70710702,0.70710651 0 0.70710705, + 0.70710654 0 0.70710702,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_372 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_369 Shape { + appearance USE APP_2 + geometry DEF FACE_369 IndexedFaceSet { + coord DEF COORD_369 Coordinate { point [ + 0.062999998 -7.9369996 3.3620001,0.062999998 -8.0629995 3.3620001, + 0.126 -8.1260005 3.2990001,0.062999998 -7.9369996 3.3620001, + 0.126 -8.1260005 3.2990001,0.126 -7.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_369 Normal { vector [ + 0.70710648 0 0.70710708,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710648 0 0.70710708, + 0.70710654 0 0.70710702,0.70710648 0 0.70710708] } +} +} +] } +DEF TXFM_373 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_370 Shape { + appearance USE APP_2 + geometry DEF FACE_370 IndexedFaceSet { + coord DEF COORD_370 Coordinate { point [ + -0.062999998 -7.9369996 3.3620001,0.062999998 -7.9369996 3.3620001, + -0.126 -7.874 3.2990001,-0.126 -7.874 3.2990001, + 0.062999998 -7.9369996 3.3620001,0.126 -7.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_370 Normal { vector [ + 0 0.70710884 0.70710472,0 0.70710893 0.70710464, + 0 0.7071089 0.70710467,0 0.7071089 0.70710467, + 0 0.70710893 0.70710464,0 0.70710893 0.70710464] } +} +} +] } +DEF TXFM_374 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_371 Shape { + appearance USE APP_2 + geometry DEF FACE_371 IndexedFaceSet { + coord DEF COORD_371 Coordinate { point [ + -0.062999998 -8.0629995 3.3620001,-0.062999998 -7.9369996 3.3620001, + -0.126 -8.1260005 3.2990001,-0.126 -8.1260005 3.2990001, + -0.062999998 -7.9369996 3.3620001,-0.126 -7.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_371 Normal { vector [ + -0.70710657 0 0.70710699,-0.70710651 0 0.70710705, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_375 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_372 Shape { + appearance USE APP_2 + geometry DEF FACE_372 IndexedFaceSet { + coord DEF COORD_372 Coordinate { point [ + 0.062999998 -8.0629995 3.3620001,-0.062999998 -8.0629995 3.3620001, + -0.126 -8.1260005 3.2990001,0.062999998 -8.0629995 3.3620001, + -0.126 -8.1260005 3.2990001,0.126 -8.1260005 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_372 Normal { vector [ + 0 -0.7071004 0.70711316,0 -0.70710043 0.70711313, + 0 -0.70710043 0.70711313,0 -0.7071004 0.70711316, + 0 -0.70710043 0.70711313,0 -0.70710043 0.70711313] } +} +} +] } +DEF TXFM_376 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_373 Shape { + appearance USE APP_2 + geometry DEF FACE_373 IndexedFaceSet { + coord DEF COORD_373 Coordinate { point [ + 0.062999998 -8.9369999 3.3620001,0.062999998 -9.0629998 3.3620001, + 0.126 -9.1260001 3.2990001,0.062999998 -8.9369999 3.3620001, + 0.126 -9.1260001 3.2990001,0.126 -8.8739996 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_373 Normal { vector [ + 0.70710651 0 0.70710705,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710651 0 0.70710705, + 0.70710654 0 0.70710702,0.70710645 0 0.70710711] } +} +} +] } +DEF TXFM_377 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_374 Shape { + appearance USE APP_2 + geometry DEF FACE_374 IndexedFaceSet { + coord DEF COORD_374 Coordinate { point [ + -0.062999998 -8.9369999 3.3620001,0.062999998 -8.9369999 3.3620001, + -0.126 -8.8739996 3.2990001,-0.126 -8.8739996 3.2990001, + 0.062999998 -8.9369999 3.3620001,0.126 -8.8739996 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_374 Normal { vector [ + 0 0.70710464 0.70710893,0 0.70710467 0.7071089, + 0 0.70710472 0.70710884,0 0.70710472 0.70710884, + 0 0.70710467 0.7071089,0 0.70710467 0.7071089] } +} +} +] } +DEF TXFM_378 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_375 Shape { + appearance USE APP_2 + geometry DEF FACE_375 IndexedFaceSet { + coord DEF COORD_375 Coordinate { point [ + -0.062999998 -9.0629998 3.3620001,-0.062999998 -8.9369999 3.3620001, + -0.126 -9.1260001 3.2990001,-0.126 -9.1260001 3.2990001, + -0.062999998 -8.9369999 3.3620001,-0.126 -8.8739996 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_375 Normal { vector [ + -0.70710657 0 0.70710699,-0.70710654 0 0.70710702, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_379 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_376 Shape { + appearance USE APP_2 + geometry DEF FACE_376 IndexedFaceSet { + coord DEF COORD_376 Coordinate { point [ + 0.062999998 -9.0629998 3.3620001,-0.062999998 -9.0629998 3.3620001, + -0.126 -9.1260001 3.2990001,0.062999998 -9.0629998 3.3620001, + -0.126 -9.1260001 3.2990001,0.126 -9.1260001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_376 Normal { vector [ + 0 -0.70710467 0.7071089,0 -0.70710467 0.7071089, + 0 -0.7071047 0.70710887,0 -0.70710467 0.7071089, + 0 -0.7071047 0.70710887,0 -0.70710464 0.70710893] } +} +} +] } +DEF TXFM_380 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_377 Shape { + appearance USE APP_2 + geometry DEF FACE_377 IndexedFaceSet { + coord DEF COORD_377 Coordinate { point [ + 0.062999998 -12.062999 3.3620001,-0.062999998 -12.062999 3.3620001, + -0.126 -12.126 3.2990001,0.062999998 -12.062999 3.3620001, + -0.126 -12.126 3.2990001,0.126 -12.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_377 Normal { vector [ + 0 -0.70710046 0.7071131,0 -0.70710043 0.70711313, + 0 -0.70710043 0.70711313,0 -0.70710046 0.7071131, + 0 -0.70710043 0.70711313,0 -0.70710043 0.70711313] } +} +} +] } +DEF TXFM_381 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_378 Shape { + appearance USE APP_2 + geometry DEF FACE_378 IndexedFaceSet { + coord DEF COORD_378 Coordinate { point [ + 0.062999998 -11.937 3.3620001,0.062999998 -12.062999 3.3620001, + 0.126 -12.126 3.2990001,0.062999998 -11.937 3.3620001, + 0.126 -12.126 3.2990001,0.126 -11.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_378 Normal { vector [ + 0.70710651 0 0.70710705,0.70710654 0 0.70710702, + 0.70710651 0 0.70710705,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_382 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_379 Shape { + appearance USE APP_2 + geometry DEF FACE_379 IndexedFaceSet { + coord DEF COORD_379 Coordinate { point [ + -0.062999998 -11.937 3.3620001,0.062999998 -11.937 3.3620001, + -0.126 -11.873999 3.2990001,-0.126 -11.873999 3.2990001, + 0.062999998 -11.937 3.3620001,0.126 -11.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_379 Normal { vector [ + 0 0.7071004 0.70711316,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.7071004 0.70711316] } +} +} +] } +DEF TXFM_383 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_380 Shape { + appearance USE APP_2 + geometry DEF FACE_380 IndexedFaceSet { + coord DEF COORD_380 Coordinate { point [ + -0.062999998 -12.062999 3.3620001,-0.062999998 -11.937 3.3620001, + -0.126 -12.126 3.2990001,-0.126 -12.126 3.2990001, + -0.062999998 -11.937 3.3620001,-0.126 -11.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_380 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710648 0 0.70710708,-0.70710648 0 0.70710708, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_384 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_381 Shape { + appearance USE APP_2 + geometry DEF FACE_381 IndexedFaceSet { + coord DEF COORD_381 Coordinate { point [ + 0.062999998 -10.937 3.3620001,0.062999998 -11.063 3.3620001, + 0.126 -11.126 3.2990001,0.062999998 -10.937 3.3620001, + 0.126 -11.126 3.2990001,0.126 -10.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_381 Normal { vector [ + 0.70710651 0 0.70710705,0.70710654 0 0.70710702, + 0.70710651 0 0.70710705,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710648 0 0.70710708] } +} +} +] } +DEF TXFM_385 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_382 Shape { + appearance USE APP_2 + geometry DEF FACE_382 IndexedFaceSet { + coord DEF COORD_382 Coordinate { point [ + -0.062999998 -10.937 3.3620001,0.062999998 -10.937 3.3620001, + -0.126 -10.874 3.2990001,-0.126 -10.874 3.2990001, + 0.062999998 -10.937 3.3620001,0.126 -10.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_382 Normal { vector [ + 0 0.70710467 0.7071089,0 0.70710464 0.70710893, + 0 0.70710464 0.70710893,0 0.70710464 0.70710893, + 0 0.70710464 0.70710893,0 0.70710467 0.7071089] } +} +} +] } +DEF TXFM_386 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_383 Shape { + appearance USE APP_2 + geometry DEF FACE_383 IndexedFaceSet { + coord DEF COORD_383 Coordinate { point [ + -0.062999998 -11.063 3.3620001,-0.062999998 -10.937 3.3620001, + -0.126 -11.126 3.2990001,-0.126 -11.126 3.2990001, + -0.062999998 -10.937 3.3620001,-0.126 -10.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_383 Normal { vector [ + -0.70710654 0 0.70710702,-0.70710651 0 0.70710705, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710651 0 0.70710705,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_387 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_384 Shape { + appearance USE APP_2 + geometry DEF FACE_384 IndexedFaceSet { + coord DEF COORD_384 Coordinate { point [ + 0.062999998 -11.063 3.3620001,-0.062999998 -11.063 3.3620001, + -0.126 -11.126 3.2990001,0.062999998 -11.063 3.3620001, + -0.126 -11.126 3.2990001,0.126 -11.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_384 Normal { vector [ + 0 -0.70710467 0.7071089,0 -0.7071047 0.70710887, + 0 -0.70710461 0.70710896,0 -0.70710467 0.7071089, + 0 -0.70710461 0.70710896,0 -0.70710467 0.7071089] } +} +} +] } +DEF TXFM_388 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_385 Shape { + appearance USE APP_2 + geometry DEF FACE_385 IndexedFaceSet { + coord DEF COORD_385 Coordinate { point [ + 0.062999998 -9.9370003 3.3620001,0.062999998 -10.062999 3.3620001, + 0.126 -10.126001 3.2990001,0.062999998 -9.9370003 3.3620001, + 0.126 -10.126001 3.2990001,0.126 -9.8739992 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_385 Normal { vector [ + 0.70710648 0 0.70710708,0.70710651 0 0.70710705, + 0.70710654 0 0.70710702,0.70710648 0 0.70710708, + 0.70710654 0 0.70710702,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_389 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_386 Shape { + appearance USE APP_2 + geometry DEF FACE_386 IndexedFaceSet { + coord DEF COORD_386 Coordinate { point [ + -0.062999998 -9.9370003 3.3620001,0.062999998 -9.9370003 3.3620001, + -0.126 -9.8739992 3.2990001,-0.126 -9.8739992 3.2990001, + 0.062999998 -9.9370003 3.3620001,0.126 -9.8739992 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_386 Normal { vector [ + 0 0.70710046 0.7071131,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710046 0.7071131] } +} +} +] } +DEF TXFM_390 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_387 Shape { + appearance USE APP_2 + geometry DEF FACE_387 IndexedFaceSet { + coord DEF COORD_387 Coordinate { point [ + -0.062999998 -10.062999 3.3620001,-0.062999998 -9.9370003 3.3620001, + -0.126 -10.126001 3.2990001,-0.126 -10.126001 3.2990001, + -0.062999998 -9.9370003 3.3620001,-0.126 -9.8739992 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_387 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710657 0 0.70710699,-0.70710657 0 0.70710699, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_391 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_388 Shape { + appearance USE APP_2 + geometry DEF FACE_388 IndexedFaceSet { + coord DEF COORD_388 Coordinate { point [ + 0.062999998 -10.062999 3.3620001,-0.062999998 -10.062999 3.3620001, + -0.126 -10.126001 3.2990001,0.062999998 -10.062999 3.3620001, + -0.126 -10.126001 3.2990001,0.126 -10.126001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_388 Normal { vector [ + 0 -0.70710043 0.70711313,0 -0.70710043 0.70711313, + 0 -0.70710043 0.70711313,0 -0.70710043 0.70711313, + 0 -0.70710043 0.70711313,0 -0.70710043 0.70711313] } +} +} +] } +DEF TXFM_392 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_389 Shape { + appearance USE APP_2 + geometry DEF FACE_389 IndexedFaceSet { + coord DEF COORD_389 Coordinate { point [ + -0.062999998 -16.937001 3.3620001,0.062999998 -16.937001 3.3620001, + -0.126 -16.874001 3.2990001,-0.126 -16.874001 3.2990001, + 0.062999998 -16.937001 3.3620001,0.126 -16.874001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_389 Normal { vector [ + 0 0.70710887 0.7071047,0 0.7071089 0.70710467, + 0 0.70710887 0.7071047,0 0.70710887 0.7071047, + 0 0.7071089 0.70710467,0 0.70710893 0.70710464] } +} +} +] } +DEF TXFM_393 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_390 Shape { + appearance USE APP_2 + geometry DEF FACE_390 IndexedFaceSet { + coord DEF COORD_390 Coordinate { point [ + -0.062999998 -17.063 3.3620001,-0.062999998 -16.937001 3.3620001, + -0.126 -17.125999 3.2990001,-0.126 -17.125999 3.2990001, + -0.062999998 -16.937001 3.3620001,-0.126 -16.874001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_390 Normal { vector [ + -0.70710648 0 0.70710708,-0.70710651 0 0.70710705, + -0.70710645 0 0.70710711,-0.70710645 0 0.70710711, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_394 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_391 Shape { + appearance USE APP_2 + geometry DEF FACE_391 IndexedFaceSet { + coord DEF COORD_391 Coordinate { point [ + 0.062999998 -17.063 3.3620001,-0.062999998 -17.063 3.3620001, + -0.126 -17.125999 3.2990001,0.062999998 -17.063 3.3620001, + -0.126 -17.125999 3.2990001,0.126 -17.125999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_391 Normal { vector [ + 0 -0.70710887 0.7071047,0 -0.7071089 0.70710467, + 0 -0.70710887 0.7071047,0 -0.70710887 0.7071047, + 0 -0.70710887 0.7071047,0 -0.7071089 0.70710467] } +} +} +] } +DEF TXFM_395 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_392 Shape { + appearance USE APP_2 + geometry DEF FACE_392 IndexedFaceSet { + coord DEF COORD_392 Coordinate { point [ + 0.062999998 -16.937001 3.3620001,0.062999998 -17.063 3.3620001, + 0.126 -17.125999 3.2990001,0.062999998 -16.937001 3.3620001, + 0.126 -17.125999 3.2990001,0.126 -16.874001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_392 Normal { vector [ + 0.70710648 0 0.70710708,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710648 0 0.70710708, + 0.70710651 0 0.70710705,0.70710645 0 0.70710711] } +} +} +] } +DEF TXFM_396 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_393 Shape { + appearance USE APP_2 + geometry DEF FACE_393 IndexedFaceSet { + coord DEF COORD_393 Coordinate { point [ + 0.062999998 -15.937 3.3620001,0.062999998 -16.062999 3.3620001, + 0.126 -16.125999 3.2990001,0.062999998 -15.937 3.3620001, + 0.126 -16.125999 3.2990001,0.126 -15.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_393 Normal { vector [ + 0.70710654 0 0.70710702,0.70710654 0 0.70710702, + 0.70710648 0 0.70710708,0.70710654 0 0.70710702, + 0.70710648 0 0.70710708,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_397 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_394 Shape { + appearance USE APP_2 + geometry DEF FACE_394 IndexedFaceSet { + coord DEF COORD_394 Coordinate { point [ + -0.062999998 -15.937 3.3620001,0.062999998 -15.937 3.3620001, + -0.126 -15.873999 3.2990001,-0.126 -15.873999 3.2990001, + 0.062999998 -15.937 3.3620001,0.126 -15.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_394 Normal { vector [ + 0 0.7071004 0.70711316,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710043 0.70711313] } +} +} +] } +DEF TXFM_398 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_395 Shape { + appearance USE APP_2 + geometry DEF FACE_395 IndexedFaceSet { + coord DEF COORD_395 Coordinate { point [ + -0.062999998 -16.062999 3.3620001,-0.062999998 -15.937 3.3620001, + -0.126 -16.125999 3.2990001,-0.126 -16.125999 3.2990001, + -0.062999998 -15.937 3.3620001,-0.126 -15.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_395 Normal { vector [ + -0.70710648 0 0.70710708,-0.70710654 0 0.70710702, + -0.70710645 0 0.70710711,-0.70710645 0 0.70710711, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_399 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_396 Shape { + appearance USE APP_2 + geometry DEF FACE_396 IndexedFaceSet { + coord DEF COORD_396 Coordinate { point [ + 0.062999998 -16.062999 3.3620001,-0.062999998 -16.062999 3.3620001, + -0.126 -16.125999 3.2990001,0.062999998 -16.062999 3.3620001, + -0.126 -16.125999 3.2990001,0.126 -16.125999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_396 Normal { vector [ + 0 -0.7071089 0.70710467,0 -0.7071089 0.70710467, + 0 -0.70710893 0.70710464,0 -0.7071089 0.70710467, + 0 -0.70710893 0.70710464,0 -0.70710893 0.70710464] } +} +} +] } +DEF TXFM_400 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_397 Shape { + appearance USE APP_2 + geometry DEF FACE_397 IndexedFaceSet { + coord DEF COORD_397 Coordinate { point [ + 0.062999998 -15.062999 3.3620001,-0.062999998 -15.062999 3.3620001, + -0.126 -15.126 3.2990001,0.062999998 -15.062999 3.3620001, + -0.126 -15.126 3.2990001,0.126 -15.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_397 Normal { vector [ + 0 -0.7071004 0.70711316,0 -0.70710043 0.70711313, + 0 -0.70710046 0.7071131,0 -0.7071004 0.70711316, + 0 -0.70710046 0.7071131,0 -0.70710043 0.70711313] } +} +} +] } +DEF TXFM_401 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_398 Shape { + appearance USE APP_2 + geometry DEF FACE_398 IndexedFaceSet { + coord DEF COORD_398 Coordinate { point [ + 0.062999998 -14.937 3.3620001,0.062999998 -15.062999 3.3620001, + 0.126 -15.126 3.2990001,0.062999998 -14.937 3.3620001, + 0.126 -15.126 3.2990001,0.126 -14.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_398 Normal { vector [ + 0.70710648 0 0.70710708,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710648 0 0.70710708, + 0.70710654 0 0.70710702,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_402 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_399 Shape { + appearance USE APP_2 + geometry DEF FACE_399 IndexedFaceSet { + coord DEF COORD_399 Coordinate { point [ + -0.062999998 -14.937 3.3620001,0.062999998 -14.937 3.3620001, + -0.126 -14.873999 3.2990001,-0.126 -14.873999 3.2990001, + 0.062999998 -14.937 3.3620001,0.126 -14.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_399 Normal { vector [ + 0 0.70710043 0.70711313,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710043 0.70711313, + 0 0.70710043 0.70711313,0 0.70710043 0.70711313] } +} +} +] } +DEF TXFM_403 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_400 Shape { + appearance USE APP_2 + geometry DEF FACE_400 IndexedFaceSet { + coord DEF COORD_400 Coordinate { point [ + -0.062999998 -15.062999 3.3620001,-0.062999998 -14.937 3.3620001, + -0.126 -15.126 3.2990001,-0.126 -15.126 3.2990001, + -0.062999998 -14.937 3.3620001,-0.126 -14.873999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_400 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_404 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_401 Shape { + appearance USE APP_2 + geometry DEF FACE_401 IndexedFaceSet { + coord DEF COORD_401 Coordinate { point [ + 0.062999998 -12.937001 3.3620001,0.062999998 -13.063 3.3620001, + 0.126 -13.126001 3.2990001,0.062999998 -12.937001 3.3620001, + 0.126 -13.126001 3.2990001,0.126 -12.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_401 Normal { vector [ + 0.70710648 0 0.70710708,0.70710654 0 0.70710702, + 0.70710651 0 0.70710705,0.70710648 0 0.70710708, + 0.70710651 0 0.70710705,0.70710648 0 0.70710708] } +} +} +] } +DEF TXFM_405 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_402 Shape { + appearance USE APP_2 + geometry DEF FACE_402 IndexedFaceSet { + coord DEF COORD_402 Coordinate { point [ + -0.062999998 -12.937001 3.3620001,0.062999998 -12.937001 3.3620001, + -0.126 -12.874 3.2990001,-0.126 -12.874 3.2990001, + 0.062999998 -12.937001 3.3620001,0.126 -12.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_402 Normal { vector [ + 0 0.70710043 0.70711313,0 0.7071004 0.70711316, + 0 0.70710046 0.7071131,0 0.70710046 0.7071131, + 0 0.7071004 0.70711316,0 0.7071004 0.70711316] } +} +} +] } +DEF TXFM_406 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_403 Shape { + appearance USE APP_2 + geometry DEF FACE_403 IndexedFaceSet { + coord DEF COORD_403 Coordinate { point [ + -0.062999998 -13.063 3.3620001,-0.062999998 -12.937001 3.3620001, + -0.126 -13.126001 3.2990001,-0.126 -13.126001 3.2990001, + -0.062999998 -12.937001 3.3620001,-0.126 -12.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_403 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710648 0 0.70710708,-0.70710648 0 0.70710708, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_407 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_404 Shape { + appearance USE APP_2 + geometry DEF FACE_404 IndexedFaceSet { + coord DEF COORD_404 Coordinate { point [ + 0.062999998 -13.063 3.3620001,-0.062999998 -13.063 3.3620001, + -0.126 -13.126001 3.2990001,0.062999998 -13.063 3.3620001, + -0.126 -13.126001 3.2990001,0.126 -13.126001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_404 Normal { vector [ + 0 -0.70710043 0.70711313,0 -0.70710046 0.7071131, + 0 -0.7071004 0.70711316,0 -0.70710043 0.70711313, + 0 -0.7071004 0.70711316,0 -0.70710046 0.7071131] } +} +} +] } +DEF TXFM_408 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_405 Shape { + appearance USE APP_2 + geometry DEF FACE_405 IndexedFaceSet { + coord DEF COORD_405 Coordinate { point [ + -0.062999998 -13.936999 3.3620001,0.062999998 -13.936999 3.3620001, + -0.126 -13.874 3.2990001,-0.126 -13.874 3.2990001, + 0.062999998 -13.936999 3.3620001,0.126 -13.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_405 Normal { vector [ + 0 0.7071089 0.70710467,0 0.70710887 0.7071047, + 0 0.70710887 0.7071047,0 0.70710887 0.7071047, + 0 0.70710887 0.7071047,0 0.7071089 0.70710467] } +} +} +] } +DEF TXFM_409 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_406 Shape { + appearance USE APP_2 + geometry DEF FACE_406 IndexedFaceSet { + coord DEF COORD_406 Coordinate { point [ + -0.062999998 -14.063 3.3620001,-0.062999998 -13.936999 3.3620001, + -0.126 -14.126 3.2990001,-0.126 -14.126 3.2990001, + -0.062999998 -13.936999 3.3620001,-0.126 -13.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_406 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710648 0 0.70710708,-0.70710648 0 0.70710708, + -0.70710651 0 0.70710705,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_410 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_407 Shape { + appearance USE APP_2 + geometry DEF FACE_407 IndexedFaceSet { + coord DEF COORD_407 Coordinate { point [ + 0.062999998 -14.063 3.3620001,-0.062999998 -14.063 3.3620001, + -0.126 -14.126 3.2990001,0.062999998 -14.063 3.3620001, + -0.126 -14.126 3.2990001,0.126 -14.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_407 Normal { vector [ + 0 -0.7071089 0.70710467,0 -0.70710893 0.70710464, + 0 -0.70710887 0.7071047,0 -0.7071089 0.70710467, + 0 -0.70710887 0.7071047,0 -0.7071089 0.70710467] } +} +} +] } +DEF TXFM_411 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_408 Shape { + appearance USE APP_2 + geometry DEF FACE_408 IndexedFaceSet { + coord DEF COORD_408 Coordinate { point [ + 0.062999998 -13.936999 3.3620001,0.062999998 -14.063 3.3620001, + 0.126 -14.126 3.2990001,0.062999998 -13.936999 3.3620001, + 0.126 -14.126 3.2990001,0.126 -13.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_408 Normal { vector [ + 0.70710648 0 0.70710708,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710648 0 0.70710708, + 0.70710651 0 0.70710705,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_412 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_409 Shape { + appearance USE APP_2 + geometry DEF FACE_409 IndexedFaceSet { + coord DEF COORD_409 Coordinate { point [ + 0.062999998 -17.936999 3.3620001,0.062999998 -18.063 3.3620001, + 0.126 -18.126 3.2990001,0.062999998 -17.936999 3.3620001, + 0.126 -18.126 3.2990001,0.126 -17.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_409 Normal { vector [ + 0.70710654 0 0.70710702,0.70710651 0 0.70710705, + 0.70710654 0 0.70710702,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_413 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_410 Shape { + appearance USE APP_2 + geometry DEF FACE_410 IndexedFaceSet { + coord DEF COORD_410 Coordinate { point [ + -0.062999998 -17.936999 3.3620001,0.062999998 -17.936999 3.3620001, + -0.126 -17.874 3.2990001,-0.126 -17.874 3.2990001, + 0.062999998 -17.936999 3.3620001,0.126 -17.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_410 Normal { vector [ + 0 0.70710887 0.7071047,0 0.70710887 0.7071047, + 0 0.70710887 0.7071047,0 0.70710887 0.7071047, + 0 0.70710887 0.7071047,0 0.7071089 0.70710467] } +} +} +] } +DEF TXFM_414 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_411 Shape { + appearance USE APP_2 + geometry DEF FACE_411 IndexedFaceSet { + coord DEF COORD_411 Coordinate { point [ + -0.062999998 -18.063 3.3620001,-0.062999998 -17.936999 3.3620001, + -0.126 -18.126 3.2990001,-0.126 -18.126 3.2990001, + -0.062999998 -17.936999 3.3620001,-0.126 -17.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_411 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710651 0 0.70710705,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_415 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_412 Shape { + appearance USE APP_2 + geometry DEF FACE_412 IndexedFaceSet { + coord DEF COORD_412 Coordinate { point [ + 0.062999998 -18.063 3.3620001,-0.062999998 -18.063 3.3620001, + -0.126 -18.126 3.2990001,0.062999998 -18.063 3.3620001, + -0.126 -18.126 3.2990001,0.126 -18.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_412 Normal { vector [ + 0 -0.7071089 0.70710467,0 -0.70710887 0.7071047, + 0 -0.7071089 0.70710467,0 -0.7071089 0.70710467, + 0 -0.7071089 0.70710467,0 -0.70710893 0.70710464] } +} +} +] } +DEF TXFM_416 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_413 Shape { + appearance USE APP_2 + geometry DEF FACE_413 IndexedFaceSet { + coord DEF COORD_413 Coordinate { point [ + 0.062999998 -18.937 3.3620001,0.062999998 -19.062999 3.3620001, + 0.126 -19.125998 3.2990001,0.062999998 -18.937 3.3620001, + 0.126 -19.125998 3.2990001,0.126 -18.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_413 Normal { vector [ + 0.70710651 0 0.70710705,0.70710654 0 0.70710702, + 0.70710651 0 0.70710705,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_417 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_414 Shape { + appearance USE APP_2 + geometry DEF FACE_414 IndexedFaceSet { + coord DEF COORD_414 Coordinate { point [ + -0.062999998 -18.937 3.3620001,0.062999998 -18.937 3.3620001, + -0.126 -18.874 3.2990001,-0.126 -18.874 3.2990001, + 0.062999998 -18.937 3.3620001,0.126 -18.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_414 Normal { vector [ + 0 0.70710893 0.70710464,0 0.70710887 0.7071047, + 0 0.70710887 0.7071047,0 0.70710887 0.7071047, + 0 0.70710887 0.7071047,0 0.70710893 0.70710464] } +} +} +] } +DEF TXFM_418 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_415 Shape { + appearance USE APP_2 + geometry DEF FACE_415 IndexedFaceSet { + coord DEF COORD_415 Coordinate { point [ + -0.062999998 -19.062999 3.3620001,-0.062999998 -18.937 3.3620001, + -0.126 -19.125998 3.2990001,-0.126 -19.125998 3.2990001, + -0.062999998 -18.937 3.3620001,-0.126 -18.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_415 Normal { vector [ + -0.70710648 0 0.70710708,-0.70710648 0 0.70710708, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710648 0 0.70710708,-0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_419 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_416 Shape { + appearance USE APP_2 + geometry DEF FACE_416 IndexedFaceSet { + coord DEF COORD_416 Coordinate { point [ + 0.062999998 -19.062999 3.3620001,-0.062999998 -19.062999 3.3620001, + -0.126 -19.125998 3.2990001,0.062999998 -19.062999 3.3620001, + -0.126 -19.125998 3.2990001,0.126 -19.125998 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_416 Normal { vector [ + 0 -0.70710887 0.7071047,0 -0.70710887 0.7071047, + 0 -0.70710884 0.70710472,0 -0.70710887 0.7071047, + 0 -0.70710884 0.70710472,0 -0.7071089 0.70710467] } +} +} +] } +DEF TXFM_420 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_417 Shape { + appearance USE APP_2 + geometry DEF FACE_417 IndexedFaceSet { + coord DEF COORD_417 Coordinate { point [ + -0.062999998 -5.9369996 3.3620001,0.062999998 -5.9369996 3.3620001, + -0.126 -5.874 3.2990001,-0.126 -5.874 3.2990001, + 0.062999998 -5.9369996 3.3620001,0.126 -5.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_417 Normal { vector [ + 0 0.7071089 0.70710467,0 0.7071089 0.70710467, + 0 0.7071089 0.70710467,0 0.7071089 0.70710467, + 0 0.7071089 0.70710467,0 0.7071089 0.70710467] } +} +} +] } +DEF TXFM_421 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_418 Shape { + appearance USE APP_2 + geometry DEF FACE_418 IndexedFaceSet { + coord DEF COORD_418 Coordinate { point [ + -0.062999998 -6.0630002 3.3620001,-0.062999998 -5.9369996 3.3620001, + -0.126 -6.1259998 3.2990001,-0.126 -6.1259998 3.2990001, + -0.062999998 -5.9369996 3.3620001,-0.126 -5.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_418 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710651 0 0.70710705,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_422 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_419 Shape { + appearance USE APP_2 + geometry DEF FACE_419 IndexedFaceSet { + coord DEF COORD_419 Coordinate { point [ + 0.062999998 -6.0630002 3.3620001,-0.062999998 -6.0630002 3.3620001, + -0.126 -6.1259998 3.2990001,0.062999998 -6.0630002 3.3620001, + -0.126 -6.1259998 3.2990001,0.126 -6.1259998 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_419 Normal { vector [ + 0 -0.7071089 0.70710467,0 -0.7071089 0.70710467, + 0 -0.7071089 0.70710467,0 -0.7071089 0.70710467, + 0 -0.7071089 0.70710467,0 -0.7071089 0.70710467] } +} +} +] } +DEF TXFM_423 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_420 Shape { + appearance USE APP_2 + geometry DEF FACE_420 IndexedFaceSet { + coord DEF COORD_420 Coordinate { point [ + 0.062999998 -5.9369996 3.3620001,0.062999998 -6.0630002 3.3620001, + 0.126 -6.1259998 3.2990001,0.062999998 -5.9369996 3.3620001, + 0.126 -6.1259998 3.2990001,0.126 -5.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_420 Normal { vector [ + 0.70710654 0 0.70710702,0.70710651 0 0.70710705, + 0.70710648 0 0.70710708,0.70710654 0 0.70710702, + 0.70710648 0 0.70710708,0.70710648 0 0.70710708] } +} +} +] } +DEF TXFM_424 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_421 Shape { + appearance USE APP_2 + geometry DEF FACE_421 IndexedFaceSet { + coord DEF COORD_421 Coordinate { point [ + 0.062999998 -1.937 3.3620001,0.062999998 -2.0629999 3.3620001, + 0.126 -2.1259999 3.2990001,0.062999998 -1.937 3.3620001, + 0.126 -2.1259999 3.2990001,0.126 -1.8739999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_421 Normal { vector [ + 0.70710654 0 0.70710702,0.70710654 0 0.70710702, + 0.70710657 0 0.70710699,0.70710654 0 0.70710702, + 0.70710657 0 0.70710699,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_425 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_422 Shape { + appearance USE APP_2 + geometry DEF FACE_422 IndexedFaceSet { + coord DEF COORD_422 Coordinate { point [ + -0.062999998 -1.937 3.3620001,0.062999998 -1.937 3.3620001, + -0.126 -1.8739999 3.2990001,-0.126 -1.8739999 3.2990001, + 0.062999998 -1.937 3.3620001,0.126 -1.8739999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_422 Normal { vector [ + 0 0.70710571 0.70710785,0 0.70710571 0.70710785, + 0 0.70710574 0.70710782,0 0.70710574 0.70710782, + 0 0.70710571 0.70710785,0 0.70710574 0.70710782] } +} +} +] } +DEF TXFM_426 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_423 Shape { + appearance USE APP_2 + geometry DEF FACE_423 IndexedFaceSet { + coord DEF COORD_423 Coordinate { point [ + -0.062999998 -2.0629999 3.3620001,-0.062999998 -1.937 3.3620001, + -0.126 -2.1259999 3.2990001,-0.126 -2.1259999 3.2990001, + -0.062999998 -1.937 3.3620001,-0.126 -1.8739999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_423 Normal { vector [ + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_427 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_424 Shape { + appearance USE APP_2 + geometry DEF FACE_424 IndexedFaceSet { + coord DEF COORD_424 Coordinate { point [ + 0.062999998 -2.0629999 3.3620001,-0.062999998 -2.0629999 3.3620001, + -0.126 -2.1259999 3.2990001,0.062999998 -2.0629999 3.3620001, + -0.126 -2.1259999 3.2990001,0.126 -2.1259999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_424 Normal { vector [ + 0 -0.70710678 0.70710678,0 -0.70710678 0.70710678, + 0 -0.70710678 0.70710678,0 -0.70710678 0.70710678, + 0 -0.70710678 0.70710678,0 -0.70710678 0.70710678] } +} +} +] } +DEF TXFM_428 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_425 Shape { + appearance USE APP_2 + geometry DEF FACE_425 IndexedFaceSet { + coord DEF COORD_425 Coordinate { point [ + 0.062999998 -3.0629999 3.3620001,-0.062999998 -3.0629999 3.3620001, + -0.126 -3.1259999 3.2990001,0.062999998 -3.0629999 3.3620001, + -0.126 -3.1259999 3.2990001,0.126 -3.1259999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_425 Normal { vector [ + 0 -0.70710678 0.70710678,0 -0.70710678 0.70710678, + 0 -0.70710678 0.70710678,0 -0.70710678 0.70710678, + 0 -0.70710678 0.70710678,0 -0.70710678 0.70710678] } +} +} +] } +DEF TXFM_429 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_426 Shape { + appearance USE APP_2 + geometry DEF FACE_426 IndexedFaceSet { + coord DEF COORD_426 Coordinate { point [ + 0.062999998 -2.937 3.3620001,0.062999998 -3.0629999 3.3620001, + 0.126 -3.1259999 3.2990001,0.062999998 -2.937 3.3620001, + 0.126 -3.1259999 3.2990001,0.126 -2.8740001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_426 Normal { vector [ + 0.70710657 0 0.70710699,0.70710654 0 0.70710702, + 0.70710657 0 0.70710699,0.70710657 0 0.70710699, + 0.70710657 0 0.70710699,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_430 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_427 Shape { + appearance USE APP_2 + geometry DEF FACE_427 IndexedFaceSet { + coord DEF COORD_427 Coordinate { point [ + -0.062999998 -2.937 3.3620001,0.062999998 -2.937 3.3620001, + -0.126 -2.8740001 3.2990001,-0.126 -2.8740001 3.2990001, + 0.062999998 -2.937 3.3620001,0.126 -2.8740001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_427 Normal { vector [ + 0 0.70710678 0.70710678,0 0.70710678 0.70710678, + 0 0.70710678 0.70710678,0 0.70710678 0.70710678, + 0 0.70710678 0.70710678,0 0.70710678 0.70710678] } +} +} +] } +DEF TXFM_431 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_428 Shape { + appearance USE APP_2 + geometry DEF FACE_428 IndexedFaceSet { + coord DEF COORD_428 Coordinate { point [ + -0.062999998 -3.0629999 3.3620001,-0.062999998 -2.937 3.3620001, + -0.126 -3.1259999 3.2990001,-0.126 -3.1259999 3.2990001, + -0.062999998 -2.937 3.3620001,-0.126 -2.8740001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_428 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710654 0 0.70710702, + -0.70710651 0 0.70710705,-0.70710651 0 0.70710705, + -0.70710654 0 0.70710702,-0.70710657 0 0.70710699] } +} +} +] } +DEF TXFM_432 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_429 Shape { + appearance USE APP_2 + geometry DEF FACE_429 IndexedFaceSet { + coord DEF COORD_429 Coordinate { point [ + 0.062999998 -5.0630003 3.3620001,-0.062999998 -5.0630003 3.3620001, + -0.126 -5.1259998 3.2990001,0.062999998 -5.0630003 3.3620001, + -0.126 -5.1259998 3.2990001,0.126 -5.1259998 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_429 Normal { vector [ + 0 -0.7071089 0.70710467,0 -0.70710887 0.7071047, + 0 -0.70710884 0.70710472,0 -0.7071089 0.70710467, + 0 -0.70710884 0.70710472,0 -0.70710893 0.70710464] } +} +} +] } +DEF TXFM_433 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_430 Shape { + appearance USE APP_2 + geometry DEF FACE_430 IndexedFaceSet { + coord DEF COORD_430 Coordinate { point [ + 0.062999998 -4.9369996 3.3620001,0.062999998 -5.0630003 3.3620001, + 0.126 -5.1259998 3.2990001,0.062999998 -4.9369996 3.3620001, + 0.126 -5.1259998 3.2990001,0.126 -4.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_430 Normal { vector [ + 0.70710651 0 0.70710705,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710651 0 0.70710705, + 0.70710651 0 0.70710705,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_434 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_431 Shape { + appearance USE APP_2 + geometry DEF FACE_431 IndexedFaceSet { + coord DEF COORD_431 Coordinate { point [ + -0.062999998 -4.9369996 3.3620001,0.062999998 -4.9369996 3.3620001, + -0.126 -4.874 3.2990001,-0.126 -4.874 3.2990001, + 0.062999998 -4.9369996 3.3620001,0.126 -4.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_431 Normal { vector [ + 0 0.7071089 0.70710467,0 0.70710887 0.7071047, + 0 0.70710893 0.70710464,0 0.70710893 0.70710464, + 0 0.70710887 0.7071047,0 0.70710887 0.7071047] } +} +} +] } +DEF TXFM_435 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_432 Shape { + appearance USE APP_2 + geometry DEF FACE_432 IndexedFaceSet { + coord DEF COORD_432 Coordinate { point [ + -0.062999998 -5.0630003 3.3620001,-0.062999998 -4.9369996 3.3620001, + -0.126 -5.1259998 3.2990001,-0.126 -5.1259998 3.2990001, + -0.062999998 -4.9369996 3.3620001,-0.126 -4.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_432 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710657 0 0.70710699, + -0.70710657 0 0.70710699,-0.70710657 0 0.70710699, + -0.70710657 0 0.70710699,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_436 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_433 Shape { + appearance USE APP_2 + geometry DEF FACE_433 IndexedFaceSet { + coord DEF COORD_433 Coordinate { point [ + 0.062999998 -3.937 3.3620001,0.062999998 -4.0630003 3.3620001, + 0.126 -4.1259998 3.2990001,0.062999998 -3.937 3.3620001, + 0.126 -4.1259998 3.2990001,0.126 -3.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_433 Normal { vector [ + 0.70710651 0 0.70710705,0.70710651 0 0.70710705, + 0.70710648 0 0.70710708,0.70710651 0 0.70710705, + 0.70710648 0 0.70710708,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_437 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_434 Shape { + appearance USE APP_2 + geometry DEF FACE_434 IndexedFaceSet { + coord DEF COORD_434 Coordinate { point [ + -0.062999998 -3.937 3.3620001,0.062999998 -3.937 3.3620001, + -0.126 -3.874 3.2990001,-0.126 -3.874 3.2990001, + 0.062999998 -3.937 3.3620001,0.126 -3.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_434 Normal { vector [ + 0 0.70710678 0.70710678,0 0.70710678 0.70710678, + 0 0.70710678 0.70710678,0 0.70710678 0.70710678, + 0 0.70710678 0.70710678,0 0.70710678 0.70710678] } +} +} +] } +DEF TXFM_438 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_435 Shape { + appearance USE APP_2 + geometry DEF FACE_435 IndexedFaceSet { + coord DEF COORD_435 Coordinate { point [ + -0.062999998 -4.0630003 3.3620001,-0.062999998 -3.937 3.3620001, + -0.126 -4.1259998 3.2990001,-0.126 -4.1259998 3.2990001, + -0.062999998 -3.937 3.3620001,-0.126 -3.874 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_435 Normal { vector [ + -0.70710651 0 0.70710705,-0.70710657 0 0.70710699, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710657 0 0.70710699,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_439 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_436 Shape { + appearance USE APP_2 + geometry DEF FACE_436 IndexedFaceSet { + coord DEF COORD_436 Coordinate { point [ + 0.062999998 -4.0630003 3.3620001,-0.062999998 -4.0630003 3.3620001, + -0.126 -4.1259998 3.2990001,0.062999998 -4.0630003 3.3620001, + -0.126 -4.1259998 3.2990001,0.126 -4.1259998 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_436 Normal { vector [ + 0 -0.70710887 0.7071047,0 -0.7071089 0.70710467, + 0 -0.7071089 0.70710467,0 -0.70710887 0.7071047, + 0 -0.7071089 0.70710467,0 -0.70710893 0.70710464] } +} +} +] } +DEF TXFM_440 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_437 Shape { + appearance USE APP_2 + geometry DEF FACE_437 IndexedFaceSet { + coord DEF COORD_437 Coordinate { point [ + -0.062999998 0.062999998 3.3620001,0.062999998 0.062999998 3.3620001, + -0.126 0.126 3.2990001,-0.126 0.126 3.2990001, + 0.062999998 0.062999998 3.3620001,0.126 0.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_437 Normal { vector [ + 0 0.70710654 0.70710702,0 0.70710654 0.70710702, + 0 0.70710654 0.70710702,0 0.70710654 0.70710702, + 0 0.70710654 0.70710702,0 0.70710654 0.70710702] } +} +} +] } +DEF TXFM_441 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_438 Shape { + appearance USE APP_2 + geometry DEF FACE_438 IndexedFaceSet { + coord DEF COORD_438 Coordinate { point [ + -0.062999998 -0.062999998 3.3620001,-0.062999998 0.062999998 3.3620001, + -0.126 -0.126 3.2990001,-0.126 -0.126 3.2990001, + -0.062999998 0.062999998 3.3620001,-0.126 0.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_438 Normal { vector [ + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_442 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_439 Shape { + appearance USE APP_2 + geometry DEF FACE_439 IndexedFaceSet { + coord DEF COORD_439 Coordinate { point [ + 0.062999998 -0.062999998 3.3620001,-0.062999998 -0.062999998 3.3620001, + -0.126 -0.126 3.2990001,0.062999998 -0.062999998 3.3620001, + -0.126 -0.126 3.2990001,0.126 -0.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_439 Normal { vector [ + 0 -0.70710654 0.70710702,0 -0.70710657 0.70710699, + 0 -0.70710654 0.70710702,0 -0.70710654 0.70710702, + 0 -0.70710654 0.70710702,0 -0.70710651 0.70710705] } +} +} +] } +DEF TXFM_443 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_440 Shape { + appearance USE APP_2 + geometry DEF FACE_440 IndexedFaceSet { + coord DEF COORD_440 Coordinate { point [ + 0.062999998 0.062999998 3.3620001,0.062999998 -0.062999998 3.3620001, + 0.126 -0.126 3.2990001,0.062999998 0.062999998 3.3620001, + 0.126 -0.126 3.2990001,0.126 0.126 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_440 Normal { vector [ + 0.70710654 0 0.70710702,0.70710657 0 0.70710699, + 0.70710654 0 0.70710702,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710651 0 0.70710705] } +} +} +] } +DEF TXFM_444 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_441 Shape { + appearance USE APP_2 + geometry DEF FACE_441 IndexedFaceSet { + coord DEF COORD_441 Coordinate { point [ + 0.062999998 -0.93699994 3.3620001,0.062999998 -1.0629999 3.3620001, + 0.126 -1.1260001 3.2990001,0.062999998 -0.93699994 3.3620001, + 0.126 -1.1260001 3.2990001,0.126 -0.87399999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_441 Normal { vector [ + 0.70710654 0 0.70710702,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710654 0 0.70710702, + 0.70710654 0 0.70710702,0.70710654 0 0.70710702] } +} +} +] } +DEF TXFM_445 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_442 Shape { + appearance USE APP_2 + geometry DEF FACE_442 IndexedFaceSet { + coord DEF COORD_442 Coordinate { point [ + -0.062999998 -0.93699994 3.3620001,0.062999998 -0.93699994 3.3620001, + -0.126 -0.87399999 3.2990001,-0.126 -0.87399999 3.2990001, + 0.062999998 -0.93699994 3.3620001,0.126 -0.87399999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_442 Normal { vector [ + 0 0.70710678 0.70710678,0 0.70710678 0.70710678, + 0 0.70710678 0.70710678,0 0.70710678 0.70710678, + 0 0.70710678 0.70710678,0 0.70710678 0.70710678] } +} +} +] } +DEF TXFM_446 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_443 Shape { + appearance USE APP_2 + geometry DEF FACE_443 IndexedFaceSet { + coord DEF COORD_443 Coordinate { point [ + -0.062999998 -1.0629999 3.3620001,-0.062999998 -0.93699994 3.3620001, + -0.126 -1.1260001 3.2990001,-0.126 -1.1260001 3.2990001, + -0.062999998 -0.93699994 3.3620001,-0.126 -0.87399999 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_443 Normal { vector [ + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710654 0 0.70710702,-0.70710654 0 0.70710702, + -0.70710654 0 0.70710702,-0.70710648 0 0.70710708] } +} +} +] } +DEF TXFM_447 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_444 Shape { + appearance USE APP_2 + geometry DEF FACE_444 IndexedFaceSet { + coord DEF COORD_444 Coordinate { point [ + 0.062999998 -1.0629999 3.3620001,-0.062999998 -1.0629999 3.3620001, + -0.126 -1.1260001 3.2990001,0.062999998 -1.0629999 3.3620001, + -0.126 -1.1260001 3.2990001,0.126 -1.1260001 3.2990001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_444 Normal { vector [ + 0 -0.70710571 0.70710785,0 -0.70710574 0.70710782, + 0 -0.70710565 0.70710791,0 -0.70710571 0.70710785, + 0 -0.70710565 0.70710791,0 -0.70710571 0.70710785] } +} +} +] } +DEF TXFM_448 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_445 Shape { + appearance USE APP_2 + geometry DEF FACE_445 IndexedFaceSet { + coord DEF COORD_445 Coordinate { point [ + -0.062999998 -7.0629998 -1.181,0.062999998 -6.9369999 -1.181, + 0.062999998 -7.0629998 -1.181,-0.062999998 -6.9369999 -1.181, + 0.062999998 -6.9369999 -1.181,-0.062999998 -7.0629998 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_445 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_449 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_446 Shape { + appearance USE APP_2 + geometry DEF FACE_446 IndexedFaceSet { + coord DEF COORD_446 Coordinate { point [ + -0.062999998 -8.0629995 -1.181,0.062999998 -7.9369996 -1.181, + 0.062999998 -8.0629995 -1.181,-0.062999998 -7.9369996 -1.181, + 0.062999998 -7.9369996 -1.181,-0.062999998 -8.0629995 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_446 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_450 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_447 Shape { + appearance USE APP_2 + geometry DEF FACE_447 IndexedFaceSet { + coord DEF COORD_447 Coordinate { point [ + -0.062999998 -9.0629998 -1.181,0.062999998 -8.9369999 -1.181, + 0.062999998 -9.0629998 -1.181,-0.062999998 -8.9369999 -1.181, + 0.062999998 -8.9369999 -1.181,-0.062999998 -9.0629998 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_447 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_451 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_448 Shape { + appearance USE APP_2 + geometry DEF FACE_448 IndexedFaceSet { + coord DEF COORD_448 Coordinate { point [ + -0.062999998 -12.062999 -1.181,0.062999998 -11.937 -1.181, + 0.062999998 -12.062999 -1.181,-0.062999998 -11.937 -1.181, + 0.062999998 -11.937 -1.181,-0.062999998 -12.062999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_448 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_452 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_449 Shape { + appearance USE APP_2 + geometry DEF FACE_449 IndexedFaceSet { + coord DEF COORD_449 Coordinate { point [ + -0.062999998 -11.063 -1.181,0.062999998 -10.937 -1.181, + 0.062999998 -11.063 -1.181,-0.062999998 -10.937 -1.181, + 0.062999998 -10.937 -1.181,-0.062999998 -11.063 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_449 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_453 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_450 Shape { + appearance USE APP_2 + geometry DEF FACE_450 IndexedFaceSet { + coord DEF COORD_450 Coordinate { point [ + -0.062999998 -10.062999 -1.181,0.062999998 -9.9370003 -1.181, + 0.062999998 -10.062999 -1.181,-0.062999998 -9.9370003 -1.181, + 0.062999998 -9.9370003 -1.181,-0.062999998 -10.062999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_450 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_454 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_451 Shape { + appearance USE APP_2 + geometry DEF FACE_451 IndexedFaceSet { + coord DEF COORD_451 Coordinate { point [ + -0.062999998 -17.063 -1.181,0.062999998 -16.937001 -1.181, + 0.062999998 -17.063 -1.181,-0.062999998 -16.937001 -1.181, + 0.062999998 -16.937001 -1.181,-0.062999998 -17.063 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_451 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_455 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_452 Shape { + appearance USE APP_2 + geometry DEF FACE_452 IndexedFaceSet { + coord DEF COORD_452 Coordinate { point [ + -0.062999998 -16.062999 -1.181,0.062999998 -15.937 -1.181, + 0.062999998 -16.062999 -1.181,-0.062999998 -15.937 -1.181, + 0.062999998 -15.937 -1.181,-0.062999998 -16.062999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_452 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_456 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_453 Shape { + appearance USE APP_2 + geometry DEF FACE_453 IndexedFaceSet { + coord DEF COORD_453 Coordinate { point [ + -0.062999998 -15.062999 -1.181,0.062999998 -14.937 -1.181, + 0.062999998 -15.062999 -1.181,-0.062999998 -14.937 -1.181, + 0.062999998 -14.937 -1.181,-0.062999998 -15.062999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_453 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_457 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_454 Shape { + appearance USE APP_2 + geometry DEF FACE_454 IndexedFaceSet { + coord DEF COORD_454 Coordinate { point [ + -0.062999998 -13.063 -1.181,0.062999998 -12.937001 -1.181, + 0.062999998 -13.063 -1.181,-0.062999998 -12.937001 -1.181, + 0.062999998 -12.937001 -1.181,-0.062999998 -13.063 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_454 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_458 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_455 Shape { + appearance USE APP_2 + geometry DEF FACE_455 IndexedFaceSet { + coord DEF COORD_455 Coordinate { point [ + -0.062999998 -14.063 -1.181,0.062999998 -13.936999 -1.181, + 0.062999998 -14.063 -1.181,-0.062999998 -13.936999 -1.181, + 0.062999998 -13.936999 -1.181,-0.062999998 -14.063 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_455 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_459 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_456 Shape { + appearance USE APP_2 + geometry DEF FACE_456 IndexedFaceSet { + coord DEF COORD_456 Coordinate { point [ + -0.062999998 -18.063 -1.181,0.062999998 -17.936999 -1.181, + 0.062999998 -18.063 -1.181,-0.062999998 -17.936999 -1.181, + 0.062999998 -17.936999 -1.181,-0.062999998 -18.063 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_456 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_460 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_457 Shape { + appearance USE APP_2 + geometry DEF FACE_457 IndexedFaceSet { + coord DEF COORD_457 Coordinate { point [ + -0.062999998 -19.062999 -1.181,0.062999998 -18.937 -1.181, + 0.062999998 -19.062999 -1.181,-0.062999998 -18.937 -1.181, + 0.062999998 -18.937 -1.181,-0.062999998 -19.062999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_457 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_461 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_458 Shape { + appearance USE APP_2 + geometry DEF FACE_458 IndexedFaceSet { + coord DEF COORD_458 Coordinate { point [ + -0.062999998 -6.0630002 -1.181,0.062999998 -5.9369996 -1.181, + 0.062999998 -6.0630002 -1.181,-0.062999998 -5.9369996 -1.181, + 0.062999998 -5.9369996 -1.181,-0.062999998 -6.0630002 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_458 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_462 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_459 Shape { + appearance USE APP_2 + geometry DEF FACE_459 IndexedFaceSet { + coord DEF COORD_459 Coordinate { point [ + -0.062999998 -2.0629999 -1.181,0.062999998 -1.937 -1.181, + 0.062999998 -2.0629999 -1.181,-0.062999998 -1.937 -1.181, + 0.062999998 -1.937 -1.181,-0.062999998 -2.0629999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_459 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_463 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_460 Shape { + appearance USE APP_2 + geometry DEF FACE_460 IndexedFaceSet { + coord DEF COORD_460 Coordinate { point [ + -0.062999998 -3.0629999 -1.181,0.062999998 -2.937 -1.181, + 0.062999998 -3.0629999 -1.181,-0.062999998 -2.937 -1.181, + 0.062999998 -2.937 -1.181,-0.062999998 -3.0629999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_460 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_464 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_461 Shape { + appearance USE APP_2 + geometry DEF FACE_461 IndexedFaceSet { + coord DEF COORD_461 Coordinate { point [ + -0.062999998 -5.0630003 -1.181,0.062999998 -4.9369996 -1.181, + 0.062999998 -5.0630003 -1.181,-0.062999998 -4.9369996 -1.181, + 0.062999998 -4.9369996 -1.181,-0.062999998 -5.0630003 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_461 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_465 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_462 Shape { + appearance USE APP_2 + geometry DEF FACE_462 IndexedFaceSet { + coord DEF COORD_462 Coordinate { point [ + -0.062999998 -4.0630003 -1.181,0.062999998 -3.937 -1.181, + 0.062999998 -4.0630003 -1.181,-0.062999998 -3.937 -1.181, + 0.062999998 -3.937 -1.181,-0.062999998 -4.0630003 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_462 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_466 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_463 Shape { + appearance USE APP_2 + geometry DEF FACE_463 IndexedFaceSet { + coord DEF COORD_463 Coordinate { point [ + -0.062999998 -0.062999998 -1.181,0.062999998 0.062999998 -1.181, + 0.062999998 -0.062999998 -1.181,-0.062999998 0.062999998 -1.181, + 0.062999998 0.062999998 -1.181,-0.062999998 -0.062999998 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_463 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_467 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_464 Shape { + appearance USE APP_2 + geometry DEF FACE_464 IndexedFaceSet { + coord DEF COORD_464 Coordinate { point [ + -0.062999998 -1.0629999 -1.181,0.062999998 -0.93699994 -1.181, + 0.062999998 -1.0629999 -1.181,-0.062999998 -0.93699994 -1.181, + 0.062999998 -0.93699994 -1.181,-0.062999998 -1.0629999 -1.181] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_464 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_468 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_465 Shape { + appearance USE APP_2 + geometry DEF FACE_465 IndexedFaceSet { + coord DEF COORD_465 Coordinate { point [ + 0.062999998 -6.9369999 3.3620001,-0.062999998 -7.0629998 3.3620001, + 0.062999998 -7.0629998 3.3620001,0.062999998 -6.9369999 3.3620001, + -0.062999998 -6.9369999 3.3620001,-0.062999998 -7.0629998 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_465 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_469 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_466 Shape { + appearance USE APP_2 + geometry DEF FACE_466 IndexedFaceSet { + coord DEF COORD_466 Coordinate { point [ + 0.062999998 -7.9369996 3.3620001,-0.062999998 -8.0629995 3.3620001, + 0.062999998 -8.0629995 3.3620001,0.062999998 -7.9369996 3.3620001, + -0.062999998 -7.9369996 3.3620001,-0.062999998 -8.0629995 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_466 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_470 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_467 Shape { + appearance USE APP_2 + geometry DEF FACE_467 IndexedFaceSet { + coord DEF COORD_467 Coordinate { point [ + 0.062999998 -8.9369999 3.3620001,-0.062999998 -9.0629998 3.3620001, + 0.062999998 -9.0629998 3.3620001,0.062999998 -8.9369999 3.3620001, + -0.062999998 -8.9369999 3.3620001,-0.062999998 -9.0629998 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_467 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_471 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_468 Shape { + appearance USE APP_2 + geometry DEF FACE_468 IndexedFaceSet { + coord DEF COORD_468 Coordinate { point [ + 0.062999998 -11.937 3.3620001,-0.062999998 -12.062999 3.3620001, + 0.062999998 -12.062999 3.3620001,0.062999998 -11.937 3.3620001, + -0.062999998 -11.937 3.3620001,-0.062999998 -12.062999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_468 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_472 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_469 Shape { + appearance USE APP_2 + geometry DEF FACE_469 IndexedFaceSet { + coord DEF COORD_469 Coordinate { point [ + 0.062999998 -10.937 3.3620001,-0.062999998 -11.063 3.3620001, + 0.062999998 -11.063 3.3620001,0.062999998 -10.937 3.3620001, + -0.062999998 -10.937 3.3620001,-0.062999998 -11.063 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_469 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_473 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_470 Shape { + appearance USE APP_2 + geometry DEF FACE_470 IndexedFaceSet { + coord DEF COORD_470 Coordinate { point [ + 0.062999998 -9.9370003 3.3620001,-0.062999998 -10.062999 3.3620001, + 0.062999998 -10.062999 3.3620001,0.062999998 -9.9370003 3.3620001, + -0.062999998 -9.9370003 3.3620001,-0.062999998 -10.062999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_470 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_474 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_471 Shape { + appearance USE APP_2 + geometry DEF FACE_471 IndexedFaceSet { + coord DEF COORD_471 Coordinate { point [ + 0.062999998 -16.937001 3.3620001,-0.062999998 -17.063 3.3620001, + 0.062999998 -17.063 3.3620001,0.062999998 -16.937001 3.3620001, + -0.062999998 -16.937001 3.3620001,-0.062999998 -17.063 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_471 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_475 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_472 Shape { + appearance USE APP_2 + geometry DEF FACE_472 IndexedFaceSet { + coord DEF COORD_472 Coordinate { point [ + 0.062999998 -15.937 3.3620001,-0.062999998 -16.062999 3.3620001, + 0.062999998 -16.062999 3.3620001,0.062999998 -15.937 3.3620001, + -0.062999998 -15.937 3.3620001,-0.062999998 -16.062999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_472 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_476 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_473 Shape { + appearance USE APP_2 + geometry DEF FACE_473 IndexedFaceSet { + coord DEF COORD_473 Coordinate { point [ + 0.062999998 -14.937 3.3620001,-0.062999998 -15.062999 3.3620001, + 0.062999998 -15.062999 3.3620001,0.062999998 -14.937 3.3620001, + -0.062999998 -14.937 3.3620001,-0.062999998 -15.062999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_473 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_477 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_474 Shape { + appearance USE APP_2 + geometry DEF FACE_474 IndexedFaceSet { + coord DEF COORD_474 Coordinate { point [ + 0.062999998 -12.937001 3.3620001,-0.062999998 -13.063 3.3620001, + 0.062999998 -13.063 3.3620001,0.062999998 -12.937001 3.3620001, + -0.062999998 -12.937001 3.3620001,-0.062999998 -13.063 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_474 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_478 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_475 Shape { + appearance USE APP_2 + geometry DEF FACE_475 IndexedFaceSet { + coord DEF COORD_475 Coordinate { point [ + 0.062999998 -13.936999 3.3620001,-0.062999998 -14.063 3.3620001, + 0.062999998 -14.063 3.3620001,0.062999998 -13.936999 3.3620001, + -0.062999998 -13.936999 3.3620001,-0.062999998 -14.063 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_475 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_479 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_476 Shape { + appearance USE APP_2 + geometry DEF FACE_476 IndexedFaceSet { + coord DEF COORD_476 Coordinate { point [ + 0.062999998 -17.936999 3.3620001,-0.062999998 -18.063 3.3620001, + 0.062999998 -18.063 3.3620001,0.062999998 -17.936999 3.3620001, + -0.062999998 -17.936999 3.3620001,-0.062999998 -18.063 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_476 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_480 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_477 Shape { + appearance USE APP_2 + geometry DEF FACE_477 IndexedFaceSet { + coord DEF COORD_477 Coordinate { point [ + 0.062999998 -18.937 3.3620001,-0.062999998 -19.062999 3.3620001, + 0.062999998 -19.062999 3.3620001,0.062999998 -18.937 3.3620001, + -0.062999998 -18.937 3.3620001,-0.062999998 -19.062999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_477 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_481 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_478 Shape { + appearance USE APP_2 + geometry DEF FACE_478 IndexedFaceSet { + coord DEF COORD_478 Coordinate { point [ + 0.062999998 -5.9369996 3.3620001,-0.062999998 -6.0630002 3.3620001, + 0.062999998 -6.0630002 3.3620001,0.062999998 -5.9369996 3.3620001, + -0.062999998 -5.9369996 3.3620001,-0.062999998 -6.0630002 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_478 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_482 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_479 Shape { + appearance USE APP_2 + geometry DEF FACE_479 IndexedFaceSet { + coord DEF COORD_479 Coordinate { point [ + 0.062999998 -1.937 3.3620001,-0.062999998 -2.0629999 3.3620001, + 0.062999998 -2.0629999 3.3620001,0.062999998 -1.937 3.3620001, + -0.062999998 -1.937 3.3620001,-0.062999998 -2.0629999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_479 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_483 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_480 Shape { + appearance USE APP_2 + geometry DEF FACE_480 IndexedFaceSet { + coord DEF COORD_480 Coordinate { point [ + 0.062999998 -2.937 3.3620001,-0.062999998 -3.0629999 3.3620001, + 0.062999998 -3.0629999 3.3620001,0.062999998 -2.937 3.3620001, + -0.062999998 -2.937 3.3620001,-0.062999998 -3.0629999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_480 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_484 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_481 Shape { + appearance USE APP_2 + geometry DEF FACE_481 IndexedFaceSet { + coord DEF COORD_481 Coordinate { point [ + 0.062999998 -4.9369996 3.3620001,-0.062999998 -5.0630003 3.3620001, + 0.062999998 -5.0630003 3.3620001,0.062999998 -4.9369996 3.3620001, + -0.062999998 -4.9369996 3.3620001,-0.062999998 -5.0630003 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_481 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_485 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_482 Shape { + appearance USE APP_2 + geometry DEF FACE_482 IndexedFaceSet { + coord DEF COORD_482 Coordinate { point [ + 0.062999998 -3.937 3.3620001,-0.062999998 -4.0630003 3.3620001, + 0.062999998 -4.0630003 3.3620001,0.062999998 -3.937 3.3620001, + -0.062999998 -3.937 3.3620001,-0.062999998 -4.0630003 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_482 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_486 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_483 Shape { + appearance USE APP_2 + geometry DEF FACE_483 IndexedFaceSet { + coord DEF COORD_483 Coordinate { point [ + 0.062999998 0.062999998 3.3620001,-0.062999998 -0.062999998 3.3620001, + 0.062999998 -0.062999998 3.3620001,0.062999998 0.062999998 3.3620001, + -0.062999998 0.062999998 3.3620001,-0.062999998 -0.062999998 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_483 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_487 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_484 Shape { + appearance USE APP_2 + geometry DEF FACE_484 IndexedFaceSet { + coord DEF COORD_484 Coordinate { point [ + 0.062999998 -0.93699994 3.3620001,-0.062999998 -1.0629999 3.3620001, + 0.062999998 -1.0629999 3.3620001,0.062999998 -0.93699994 3.3620001, + -0.062999998 -0.93699994 3.3620001,-0.062999998 -1.0629999 3.3620001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_484 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +] } +] } +DEF TXFM_488 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation -1.25 14.116486 0.31496063 + children [ +USE TXFM_3 +] } +DEF TXFM_489 Transform { + center 0 0 0 + rotation 0 1 0 3.1415927 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation -4.75 -11.48686 -0.31496063 + children [ +DEF TXFM_490 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF TXFM_491 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_485 Shape { + appearance DEF APP_3 Appearance { + material Material { + ambientIntensity 0.29300004 + diffuseColor 0.148 0.145 0.145 + emissiveColor 0 0 0 + shininess 0.34999999 + specularColor 0.18000001 0.168 0.16 + transparency 0 +} } + geometry DEF FACE_485 IndexedFaceSet { + coord DEF COORD_485 Coordinate { point [ + -0.36899999 0.25 0,-0.419 0.20000001 0, + -0.36899999 0.25 0.39399998,-0.36899999 0.25 0.39399998, + -0.419 0.20000001 0,-0.419 0.20000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_485 Normal { vector [ + -0.7071066 0.70710696 0,-0.7071066 0.70710696 0, + -0.7071066 0.70710696 0,-0.7071066 0.70710696 0, + -0.7071066 0.70710696 0,-0.7071066 0.70710696 0] } +} +} +] } +DEF TXFM_492 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_486 Shape { + appearance USE APP_3 + geometry DEF FACE_486 IndexedFaceSet { + coord DEF COORD_486 Coordinate { point [ + 0.86899996 0.25 0,-0.36899999 0.25 0, + 0.86899996 0.25 0.39399998,0.86899996 0.25 0.39399998, + -0.36899999 0.25 0,-0.36899999 0.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_486 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_493 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_487 Shape { + appearance USE APP_3 + geometry DEF FACE_487 IndexedFaceSet { + coord DEF COORD_487 Coordinate { point [ + -0.419 0.20000001 0,-0.419 -0.20000001 0, + -0.419 0.20000001 0.39399998,-0.419 0.20000001 0.39399998, + -0.419 -0.20000001 0,-0.419 -0.20000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_487 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_494 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_488 Shape { + appearance USE APP_3 + geometry DEF FACE_488 IndexedFaceSet { + coord DEF COORD_488 Coordinate { point [ + -0.419 -4.3 0,-0.079000002 -4.579 0, + -0.419 -4.6999999 0,-0.419 -4.6999999 0, + -0.079000002 -4.579 0,-0.36899999 -4.7499998 0, + -0.419 -4.3 0,-0.079000002 -4.4209998 0, + -0.079000002 -4.579 0,-0.36899999 -4.25 0, + -0.079000002 -4.4209998 0,-0.419 -4.3 0, + -0.079000002 -4.579 0,0.079000002 -4.579 0, + -0.36899999 -4.7499998 0,-0.419 -4.1999997 0, + -0.079000002 -4.0789998 0,-0.36899999 -4.25 0, + -0.36899999 -4.25 0,-0.079000002 -4.0789998 0, + -0.079000002 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0,-0.36899999 -3.7499998 0, + -0.079000002 -3.579 0,-0.079000002 -3.921 0, + -0.36899999 -3.25 0,-0.079000002 -3.4209999 0, + -0.419 -3.3 0,-0.419 -3.3 0, + -0.079000002 -3.4209999 0,-0.419 -3.6999999 0, + -0.419 -3.6999999 0,-0.079000002 -3.4209999 0, + -0.079000002 -3.579 0,0.079000002 -3.921 0, + 0.421 -3.921 0,0.079000002 -4.0789998 0, + 0.079000002 -4.0789998 0,0.421 -3.921 0, + 0.421 -4.0789998 0,0.421 -4.4209998 0, + 0.57899999 -4.0789998 0,0.57899999 -4.4209998 0, + 0.421 -4.0789998 0,0.57899999 -4.0789998 0, + 0.421 -4.4209998 0,-0.079000002 -3.921 0, + 0.079000002 -3.579 0,0.079000002 -3.921 0, + -0.079000002 -3.579 0,0.079000002 -3.579 0, + -0.079000002 -3.921 0,0.57899999 -4.4209998 0, + 0.91899999 -4.3 0,0.57899999 -4.579 0, + 0.57899999 -4.579 0,0.91899999 -4.3 0, + 0.91899999 -4.6999999 0,0.57899999 -4.4209998 0, + 0.86899996 -4.25 0,0.91899999 -4.3 0, + 0.57899999 -4.0789998 0,0.86899996 -4.25 0, + 0.57899999 -4.4209998 0,0.57899999 -4.0789998 0, + 0.91899999 -4.1999997 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1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_496 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_490 Shape { + appearance USE APP_3 + geometry DEF FACE_490 IndexedFaceSet { + coord DEF COORD_490 Coordinate { point [ + 0.91899999 0.20000001 0,0.86899996 0.25 0, + 0.91899999 0.20000001 0.39399998,0.91899999 0.20000001 0.39399998, + 0.86899996 0.25 0,0.86899996 0.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_490 Normal { vector [ + 0.70710642 0.70710714 0,0.70710639 0.70710717 0, + 0.70710642 0.70710714 0,0.70710642 0.70710714 0, + 0.70710639 0.70710717 0,0.70710642 0.70710714 0] } +} +} +] } +DEF TXFM_497 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_491 Shape { + appearance USE APP_3 + geometry DEF FACE_491 IndexedFaceSet { + coord DEF COORD_491 Coordinate { point [ + -0.419 -0.20000001 0,-0.36899999 -0.25 0, + -0.419 -0.20000001 0.39399998,-0.419 -0.20000001 0.39399998, + -0.36899999 -0.25 0,-0.36899999 -0.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_491 Normal { vector [ + -0.7071066 -0.70710696 0,-0.7071066 -0.70710696 0, + -0.7071066 -0.70710696 0,-0.7071066 -0.70710696 0, + -0.7071066 -0.70710696 0,-0.7071066 -0.70710696 0] } +} +} +] } +DEF TXFM_498 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_492 Shape { + appearance USE APP_3 + geometry DEF FACE_492 IndexedFaceSet { + coord DEF COORD_492 Coordinate { point [ + 0.91899999 -0.20000001 0,0.91899999 0.20000001 0, + 0.91899999 -0.20000001 0.39399998,0.91899999 -0.20000001 0.39399998, + 0.91899999 0.20000001 0,0.91899999 0.20000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_492 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_499 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_493 Shape { + appearance USE APP_3 + geometry DEF FACE_493 IndexedFaceSet { + coord DEF COORD_493 Coordinate { point [ + -0.36899999 -0.25 0,-0.419 -0.30000001 0, + -0.36899999 -0.25 0.39399998,-0.36899999 -0.25 0.39399998, + -0.419 -0.30000001 0,-0.419 -0.30000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_493 Normal { vector [ + -0.70710678 0.70710678 0,-0.70710678 0.70710678 0, + -0.70710678 0.70710678 0,-0.70710678 0.70710678 0, + -0.70710678 0.70710678 0,-0.70710678 0.70710678 0] } +} +} +] } +DEF TXFM_500 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_494 Shape { + appearance USE APP_3 + geometry DEF FACE_494 IndexedFaceSet { + coord DEF COORD_494 Coordinate { point [ + 0.86899996 -0.25 0,0.91899999 -0.20000001 0, + 0.86899996 -0.25 0.39399998,0.86899996 -0.25 0.39399998, + 0.91899999 -0.20000001 0,0.91899999 -0.20000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_494 Normal { vector [ + 0.70710642 -0.70710714 0,0.70710642 -0.70710714 0, + 0.70710642 -0.70710714 0,0.70710642 -0.70710714 0, + 0.70710642 -0.70710714 0,0.70710642 -0.70710714 0] } +} +} +] } +DEF TXFM_501 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_495 Shape { + appearance USE APP_3 + geometry DEF FACE_495 IndexedFaceSet { + coord DEF COORD_495 Coordinate { point [ + -0.419 -0.30000001 0,-0.419 -0.7 0, + -0.419 -0.30000001 0.39399998,-0.419 -0.30000001 0.39399998, + -0.419 -0.7 0,-0.419 -0.7 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_495 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_502 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_496 Shape { + appearance USE APP_3 + geometry DEF FACE_496 IndexedFaceSet { + coord DEF COORD_496 Coordinate { point [ + 0.91899999 -0.30000001 0,0.86899996 -0.25 0, + 0.91899999 -0.30000001 0.39399998,0.91899999 -0.30000001 0.39399998, + 0.86899996 -0.25 0,0.86899996 -0.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_496 Normal { vector [ + 0.70710663 0.70710693 0,0.7071066 0.70710696 0, + 0.7071066 0.70710696 0,0.7071066 0.70710696 0, + 0.7071066 0.70710696 0,0.7071066 0.70710696 0] } +} +} +] } +DEF TXFM_503 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_497 Shape { + appearance USE APP_3 + geometry DEF FACE_497 IndexedFaceSet { + coord DEF COORD_497 Coordinate { point [ + -0.419 -0.7 0,-0.36899999 -0.74999999 0, + -0.419 -0.7 0.39399998,-0.419 -0.7 0.39399998, + -0.36899999 -0.74999999 0,-0.36899999 -0.74999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_497 Normal { vector [ + -0.7071066 -0.70710696 0,-0.7071066 -0.70710696 0, + -0.7071066 -0.70710696 0,-0.7071066 -0.70710696 0, + -0.7071066 -0.70710696 0,-0.7071066 -0.70710696 0] } +} +} +] } +DEF TXFM_504 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_498 Shape { + appearance USE APP_3 + geometry DEF FACE_498 IndexedFaceSet { + coord DEF COORD_498 Coordinate { point [ + 0.91899999 -0.7 0,0.91899999 -0.30000001 0, + 0.91899999 -0.7 0.39399998,0.91899999 -0.7 0.39399998, + 0.91899999 -0.30000001 0,0.91899999 -0.30000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_498 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_505 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_499 Shape { + appearance USE APP_3 + geometry DEF FACE_499 IndexedFaceSet { + coord DEF COORD_499 Coordinate { point [ + -0.36899999 -0.74999999 0,-0.419 -0.80000003 0, + -0.36899999 -0.74999999 0.39399998,-0.36899999 -0.74999999 0.39399998, + -0.419 -0.80000003 0,-0.419 -0.80000003 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_499 Normal { vector [ + -0.70710696 0.7071066 0,-0.70710699 0.70710657 0, + -0.70710699 0.70710657 0,-0.70710699 0.70710657 0, + -0.70710699 0.70710657 0,-0.70710696 0.7071066 0] } +} +} +] } +DEF TXFM_506 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_500 Shape { + appearance USE APP_3 + geometry DEF FACE_500 IndexedFaceSet { + coord DEF COORD_500 Coordinate { point [ + 0.86899996 -0.74999999 0,0.91899999 -0.7 0, + 0.86899996 -0.74999999 0.39399998,0.86899996 -0.74999999 0.39399998, + 0.91899999 -0.7 0,0.91899999 -0.7 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_500 Normal { vector [ + 0.70710642 -0.70710714 0,0.70710642 -0.70710714 0, + 0.70710642 -0.70710714 0,0.70710642 -0.70710714 0, + 0.70710642 -0.70710714 0,0.70710642 -0.70710714 0] } +} +} +] } +DEF TXFM_507 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_501 Shape { + appearance USE APP_3 + geometry DEF FACE_501 IndexedFaceSet { + coord DEF COORD_501 Coordinate { point [ + -0.419 -0.80000003 0,-0.419 -1.2 0, + -0.419 -0.80000003 0.39399998,-0.419 -0.80000003 0.39399998, + -0.419 -1.2 0,-0.419 -1.2 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_501 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_508 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_502 Shape { + appearance USE APP_3 + geometry DEF FACE_502 IndexedFaceSet { + coord DEF COORD_502 Coordinate { point [ + 0.91899999 -0.80000003 0,0.86899996 -0.74999999 0, + 0.91899999 -0.80000003 0.39399998,0.91899999 -0.80000003 0.39399998, + 0.86899996 -0.74999999 0,0.86899996 -0.74999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_502 Normal { vector [ + 0.70710678 0.70710678 0,0.70710678 0.70710678 0, + 0.70710678 0.70710678 0,0.70710678 0.70710678 0, + 0.70710678 0.70710678 0,0.70710678 0.70710678 0] } +} +} +] } +DEF TXFM_509 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_503 Shape { + appearance USE APP_3 + geometry DEF FACE_503 IndexedFaceSet { + coord DEF COORD_503 Coordinate { point [ + -0.419 -1.2 0,-0.36899999 -1.25 0, + -0.419 -1.2 0.39399998,-0.419 -1.2 0.39399998, + -0.36899999 -1.25 0,-0.36899999 -1.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_503 Normal { vector [ + -0.70710624 -0.70710732 0,-0.7071063 -0.70710726 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0, + -0.7071063 -0.70710726 0,-0.70710627 -0.70710729 0] } +} +} +] } +DEF TXFM_510 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_504 Shape { + appearance USE APP_3 + geometry DEF FACE_504 IndexedFaceSet { + coord DEF COORD_504 Coordinate { point [ + 0.91899999 -1.2 0,0.91899999 -0.80000003 0, + 0.91899999 -1.2 0.39399998,0.91899999 -1.2 0.39399998, + 0.91899999 -0.80000003 0,0.91899999 -0.80000003 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_504 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_511 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_505 Shape { + appearance USE APP_3 + geometry DEF FACE_505 IndexedFaceSet { + coord DEF COORD_505 Coordinate { point [ + -0.36899999 -1.25 0,-0.419 -1.2999999 0, + -0.36899999 -1.25 0.39399998,-0.36899999 -1.25 0.39399998, + -0.419 -1.2999999 0,-0.419 -1.2999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_505 Normal { vector [ + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0, + -0.70710624 0.70710732 0,-0.70710624 0.70710732 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0] } +} +} +] } +DEF TXFM_512 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_506 Shape { + appearance USE APP_3 + geometry DEF FACE_506 IndexedFaceSet { + coord DEF COORD_506 Coordinate { point [ + 0.86899996 -1.25 0,0.91899999 -1.2 0, + 0.86899996 -1.25 0.39399998,0.86899996 -1.25 0.39399998, + 0.91899999 -1.2 0,0.91899999 -1.2 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_506 Normal { vector [ + 0.70710616 -0.70710741 0,0.70710613 -0.70710744 0, + 0.70710619 -0.70710738 0,0.70710619 -0.70710738 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0] } +} +} +] } +DEF TXFM_513 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_507 Shape { + appearance USE APP_3 + geometry DEF FACE_507 IndexedFaceSet { + coord DEF COORD_507 Coordinate { point [ + -0.419 -1.2999999 0,-0.419 -1.6999999 0, + -0.419 -1.2999999 0.39399998,-0.419 -1.2999999 0.39399998, + -0.419 -1.6999999 0,-0.419 -1.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_507 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_514 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_508 Shape { + appearance USE APP_3 + geometry DEF FACE_508 IndexedFaceSet { + coord DEF COORD_508 Coordinate { point [ + 0.91899999 -1.2999999 0,0.86899996 -1.25 0, + 0.91899999 -1.2999999 0.39399998,0.91899999 -1.2999999 0.39399998, + 0.86899996 -1.25 0,0.86899996 -1.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_508 Normal { vector [ + 0.70710616 0.70710741 0,0.70710613 0.70710744 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0] } +} +} +] } +DEF TXFM_515 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_509 Shape { + appearance USE APP_3 + geometry DEF FACE_509 IndexedFaceSet { + coord DEF COORD_509 Coordinate { point [ + -0.419 -1.6999999 0,-0.36899999 -1.7499999 0, + -0.419 -1.6999999 0.39399998,-0.419 -1.6999999 0.39399998, + -0.36899999 -1.7499999 0,-0.36899999 -1.7499999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_509 Normal { vector [ + -0.7071063 -0.70710726 0,-0.70710627 -0.70710729 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0] } +} +} +] } +DEF TXFM_516 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_510 Shape { + appearance USE APP_3 + geometry DEF FACE_510 IndexedFaceSet { + coord DEF COORD_510 Coordinate { point [ + 0.91899999 -1.6999999 0,0.91899999 -1.2999999 0, + 0.91899999 -1.6999999 0.39399998,0.91899999 -1.6999999 0.39399998, + 0.91899999 -1.2999999 0,0.91899999 -1.2999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_510 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_517 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_511 Shape { + appearance USE APP_3 + geometry DEF FACE_511 IndexedFaceSet { + coord DEF COORD_511 Coordinate { point [ + -0.36899999 -1.7499999 0,-0.419 -1.8 0, + -0.36899999 -1.7499999 0.39399998,-0.36899999 -1.7499999 0.39399998, + -0.419 -1.8 0,-0.419 -1.8 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_511 Normal { vector [ + -0.70710762 0.70710595 0,-0.70710762 0.70710595 0, + -0.70710765 0.70710592 0,-0.70710765 0.70710592 0, + -0.70710762 0.70710595 0,-0.70710762 0.70710595 0] } +} +} +] } +DEF TXFM_518 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_512 Shape { + appearance USE APP_3 + geometry DEF FACE_512 IndexedFaceSet { + coord DEF COORD_512 Coordinate { point [ + 0.86899996 -1.7499999 0,0.91899999 -1.6999999 0, + 0.86899996 -1.7499999 0.39399998,0.86899996 -1.7499999 0.39399998, + 0.91899999 -1.6999999 0,0.91899999 -1.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_512 Normal { vector [ + 0.70710613 -0.70710744 0,0.70710616 -0.70710741 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0, + 0.70710616 -0.70710741 0,0.70710613 -0.70710744 0] } +} +} +] } +DEF TXFM_519 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_513 Shape { + appearance USE APP_3 + geometry DEF FACE_513 IndexedFaceSet { + coord DEF COORD_513 Coordinate { point [ + -0.419 -1.8 0,-0.419 -2.1999999 0, + -0.419 -1.8 0.39399998,-0.419 -1.8 0.39399998, + -0.419 -2.1999999 0,-0.419 -2.1999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_513 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_520 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_514 Shape { + appearance USE APP_3 + geometry DEF FACE_514 IndexedFaceSet { + coord DEF COORD_514 Coordinate { point [ + 0.91899999 -1.8 0,0.86899996 -1.7499999 0, + 0.91899999 -1.8 0.39399998,0.91899999 -1.8 0.39399998, + 0.86899996 -1.7499999 0,0.86899996 -1.7499999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_514 Normal { vector [ + 0.70710744 0.70710613 0,0.70710744 0.70710613 0, + 0.70710744 0.70710613 0,0.70710744 0.70710613 0, + 0.70710744 0.70710613 0,0.70710744 0.70710613 0] } +} +} +] } +DEF TXFM_521 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_515 Shape { + appearance USE APP_3 + geometry DEF FACE_515 IndexedFaceSet { + coord DEF COORD_515 Coordinate { point [ + -0.419 -2.1999999 0,-0.36899999 -2.2500001 0, + -0.419 -2.1999999 0.39399998,-0.419 -2.1999999 0.39399998, + -0.36899999 -2.2500001 0,-0.36899999 -2.2500001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_515 Normal { vector [ + -0.70710762 -0.70710595 0,-0.70710762 -0.70710595 0, + -0.70710762 -0.70710595 0,-0.70710762 -0.70710595 0, + -0.70710762 -0.70710595 0,-0.70710762 -0.70710595 0] } +} +} +] } +DEF TXFM_522 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_516 Shape { + appearance USE APP_3 + geometry DEF FACE_516 IndexedFaceSet { + coord DEF COORD_516 Coordinate { point [ + 0.91899999 -2.1999999 0,0.91899999 -1.8 0, + 0.91899999 -2.1999999 0.39399998,0.91899999 -2.1999999 0.39399998, + 0.91899999 -1.8 0,0.91899999 -1.8 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_516 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_523 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_517 Shape { + appearance USE APP_3 + geometry DEF FACE_517 IndexedFaceSet { + coord DEF COORD_517 Coordinate { point [ + -0.36899999 -2.2500001 0,-0.419 -2.3 0, + -0.36899999 -2.2500001 0.39399998,-0.36899999 -2.2500001 0.39399998, + -0.419 -2.3 0,-0.419 -2.3 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_517 Normal { vector [ + -0.70710624 0.70710732 0,-0.70710627 0.70710729 0, + -0.70710624 0.70710732 0,-0.70710624 0.70710732 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0] } +} +} +] } +DEF TXFM_524 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_518 Shape { + appearance USE APP_3 + geometry DEF FACE_518 IndexedFaceSet { + coord DEF COORD_518 Coordinate { point [ + 0.86899996 -2.2500001 0,0.91899999 -2.1999999 0, + 0.86899996 -2.2500001 0.39399998,0.86899996 -2.2500001 0.39399998, + 0.91899999 -2.1999999 0,0.91899999 -2.1999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_518 Normal { vector [ + 0.70710744 -0.70710613 0,0.70710744 -0.70710613 0, + 0.70710744 -0.70710613 0,0.70710744 -0.70710613 0, + 0.70710744 -0.70710613 0,0.70710744 -0.70710613 0] } +} +} +] } +DEF TXFM_525 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_519 Shape { + appearance USE APP_3 + geometry DEF FACE_519 IndexedFaceSet { + coord DEF COORD_519 Coordinate { point [ + -0.419 -2.3 0,-0.419 -2.6999999 0, + -0.419 -2.3 0.39399998,-0.419 -2.3 0.39399998, + -0.419 -2.6999999 0,-0.419 -2.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_519 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_526 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_520 Shape { + appearance USE APP_3 + geometry DEF FACE_520 IndexedFaceSet { + coord DEF COORD_520 Coordinate { point [ + 0.91899999 -2.3 0,0.86899996 -2.2500001 0, + 0.91899999 -2.3 0.39399998,0.91899999 -2.3 0.39399998, + 0.86899996 -2.2500001 0,0.86899996 -2.2500001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_520 Normal { vector [ + 0.70710613 0.70710744 0,0.7071061 0.70710747 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.7071061 0.70710747 0,0.70710613 0.70710744 0] } +} +} +] } +DEF TXFM_527 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_521 Shape { + appearance USE APP_3 + geometry DEF FACE_521 IndexedFaceSet { + coord DEF COORD_521 Coordinate { point [ + -0.419 -2.6999999 0,-0.36899999 -2.7499999 0, + -0.419 -2.6999999 0.39399998,-0.419 -2.6999999 0.39399998, + -0.36899999 -2.7499999 0,-0.36899999 -2.7499999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_521 Normal { vector [ + -0.7071063 -0.70710726 0,-0.70710624 -0.70710732 0, + -0.70710633 -0.70710723 0,-0.70710633 -0.70710723 0, + -0.70710624 -0.70710732 0,-0.70710627 -0.70710729 0] } +} +} +] } +DEF TXFM_528 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_522 Shape { + appearance USE APP_3 + geometry DEF FACE_522 IndexedFaceSet { + coord DEF COORD_522 Coordinate { point [ + 0.91899999 -2.6999999 0,0.91899999 -2.3 0, + 0.91899999 -2.6999999 0.39399998,0.91899999 -2.6999999 0.39399998, + 0.91899999 -2.3 0,0.91899999 -2.3 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_522 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_529 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_523 Shape { + appearance USE APP_3 + geometry DEF FACE_523 IndexedFaceSet { + coord DEF COORD_523 Coordinate { point [ + -0.36899999 -2.7499999 0,-0.419 -2.8 0, + -0.36899999 -2.7499999 0.39399998,-0.36899999 -2.7499999 0.39399998, + -0.419 -2.8 0,-0.419 -2.8 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_523 Normal { vector [ + -0.70710762 0.70710595 0,-0.70710762 0.70710595 0, + -0.70710762 0.70710595 0,-0.70710762 0.70710595 0, + -0.70710762 0.70710595 0,-0.70710762 0.70710595 0] } +} +} +] } +DEF TXFM_530 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_524 Shape { + appearance USE APP_3 + geometry DEF FACE_524 IndexedFaceSet { + coord DEF COORD_524 Coordinate { point [ + 0.86899996 -2.7499999 0,0.91899999 -2.6999999 0, + 0.86899996 -2.7499999 0.39399998,0.86899996 -2.7499999 0.39399998, + 0.91899999 -2.6999999 0,0.91899999 -2.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_524 Normal { vector [ + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0] } +} +} +] } +DEF TXFM_531 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_525 Shape { + appearance USE APP_3 + geometry DEF FACE_525 IndexedFaceSet { + coord DEF COORD_525 Coordinate { point [ + -0.419 -2.8 0,-0.419 -3.2000001 0, + -0.419 -2.8 0.39399998,-0.419 -2.8 0.39399998, + -0.419 -3.2000001 0,-0.419 -3.2000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_525 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_532 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_526 Shape { + appearance USE APP_3 + geometry DEF FACE_526 IndexedFaceSet { + coord DEF COORD_526 Coordinate { point [ + 0.91899999 -2.8 0,0.86899996 -2.7499999 0, + 0.91899999 -2.8 0.39399998,0.91899999 -2.8 0.39399998, + 0.86899996 -2.7499999 0,0.86899996 -2.7499999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_526 Normal { vector [ + 0.70710744 0.70710613 0,0.70710744 0.70710613 0, + 0.70710744 0.70710613 0,0.70710744 0.70710613 0, + 0.70710744 0.70710613 0,0.70710744 0.70710613 0] } +} +} +] } +DEF TXFM_533 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_527 Shape { + appearance USE APP_3 + geometry DEF FACE_527 IndexedFaceSet { + coord DEF COORD_527 Coordinate { point [ + -0.419 -3.2000001 0,-0.36899999 -3.25 0, + -0.419 -3.2000001 0.39399998,-0.419 -3.2000001 0.39399998, + -0.36899999 -3.25 0,-0.36899999 -3.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_527 Normal { vector [ + -0.70710624 -0.70710732 0,-0.70710624 -0.70710732 0, + -0.7071063 -0.70710726 0,-0.7071063 -0.70710726 0, + -0.70710624 -0.70710732 0,-0.70710627 -0.70710729 0] } +} +} +] } +DEF TXFM_534 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_528 Shape { + appearance USE APP_3 + geometry DEF FACE_528 IndexedFaceSet { + coord DEF COORD_528 Coordinate { point [ + 0.91899999 -3.2000001 0,0.91899999 -2.8 0, + 0.91899999 -3.2000001 0.39399998,0.91899999 -3.2000001 0.39399998, + 0.91899999 -2.8 0,0.91899999 -2.8 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_528 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_535 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_529 Shape { + appearance USE APP_3 + geometry DEF FACE_529 IndexedFaceSet { + coord DEF COORD_529 Coordinate { point [ + -0.36899999 -3.25 0,-0.419 -3.3 0, + -0.36899999 -3.25 0.39399998,-0.36899999 -3.25 0.39399998, + -0.419 -3.3 0,-0.419 -3.3 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_529 Normal { vector [ + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0] } +} +} +] } +DEF TXFM_536 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_530 Shape { + appearance USE APP_3 + geometry DEF FACE_530 IndexedFaceSet { + coord DEF COORD_530 Coordinate { point [ + 0.86899996 -3.25 0,0.91899999 -3.2000001 0, + 0.86899996 -3.25 0.39399998,0.86899996 -3.25 0.39399998, + 0.91899999 -3.2000001 0,0.91899999 -3.2000001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_530 Normal { vector [ + 0.7071061 -0.70710747 0,0.70710613 -0.70710744 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0] } +} +} +] } +DEF TXFM_537 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_531 Shape { + appearance USE APP_3 + geometry DEF FACE_531 IndexedFaceSet { + coord DEF COORD_531 Coordinate { point [ + -0.419 -3.3 0,-0.419 -3.6999999 0, + -0.419 -3.3 0.39399998,-0.419 -3.3 0.39399998, + -0.419 -3.6999999 0,-0.419 -3.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_531 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_538 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_532 Shape { + appearance USE APP_3 + geometry DEF FACE_532 IndexedFaceSet { + coord DEF COORD_532 Coordinate { point [ + 0.91899999 -3.3 0,0.86899996 -3.25 0, + 0.91899999 -3.3 0.39399998,0.91899999 -3.3 0.39399998, + 0.86899996 -3.25 0,0.86899996 -3.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_532 Normal { vector [ + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0] } +} +} +] } +DEF TXFM_539 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_533 Shape { + appearance USE APP_3 + geometry DEF FACE_533 IndexedFaceSet { + coord DEF COORD_533 Coordinate { point [ + -0.419 -3.6999999 0,-0.36899999 -3.7499998 0, + -0.419 -3.6999999 0.39399998,-0.419 -3.6999999 0.39399998, + -0.36899999 -3.7499998 0,-0.36899999 -3.7499998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_533 Normal { vector [ + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0] } +} +} +] } +DEF TXFM_540 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_534 Shape { + appearance USE APP_3 + geometry DEF FACE_534 IndexedFaceSet { + coord DEF COORD_534 Coordinate { point [ + 0.91899999 -3.6999999 0,0.91899999 -3.3 0, + 0.91899999 -3.6999999 0.39399998,0.91899999 -3.6999999 0.39399998, + 0.91899999 -3.3 0,0.91899999 -3.3 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_534 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_541 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_535 Shape { + appearance USE APP_3 + geometry DEF FACE_535 IndexedFaceSet { + coord DEF COORD_535 Coordinate { point [ + -0.36899999 -3.7499998 0,-0.419 -3.7999998 0, + -0.36899999 -3.7499998 0.39399998,-0.36899999 -3.7499998 0.39399998, + -0.419 -3.7999998 0,-0.419 -3.7999998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_535 Normal { vector [ + -0.7071063 0.70710726 0,-0.70710627 0.70710729 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0] } +} +} +] } +DEF TXFM_542 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_536 Shape { + appearance USE APP_3 + geometry DEF FACE_536 IndexedFaceSet { + coord DEF COORD_536 Coordinate { point [ + 0.86899996 -3.7499998 0,0.91899999 -3.6999999 0, + 0.86899996 -3.7499998 0.39399998,0.86899996 -3.7499998 0.39399998, + 0.91899999 -3.6999999 0,0.91899999 -3.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_536 Normal { vector [ + 0.70710613 -0.70710744 0,0.7071061 -0.70710747 0, + 0.70710616 -0.70710741 0,0.70710616 -0.70710741 0, + 0.7071061 -0.70710747 0,0.70710613 -0.70710744 0] } +} +} +] } +DEF TXFM_543 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_537 Shape { + appearance USE APP_3 + geometry DEF FACE_537 IndexedFaceSet { + coord DEF COORD_537 Coordinate { point [ + -0.419 -3.7999998 0,-0.419 -4.1999997 0, + -0.419 -3.7999998 0.39399998,-0.419 -3.7999998 0.39399998, + -0.419 -4.1999997 0,-0.419 -4.1999997 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_537 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_544 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_538 Shape { + appearance USE APP_3 + geometry DEF FACE_538 IndexedFaceSet { + coord DEF COORD_538 Coordinate { point [ + 0.91899999 -3.7999998 0,0.86899996 -3.7499998 0, + 0.91899999 -3.7999998 0.39399998,0.91899999 -3.7999998 0.39399998, + 0.86899996 -3.7499998 0,0.86899996 -3.7499998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_538 Normal { vector [ + 0.70710613 0.70710744 0,0.7071061 0.70710747 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.7071061 0.70710747 0,0.70710613 0.70710744 0] } +} +} +] } +DEF TXFM_545 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_539 Shape { + appearance USE APP_3 + geometry DEF FACE_539 IndexedFaceSet { + coord DEF COORD_539 Coordinate { point [ + -0.419 -4.1999997 0,-0.36899999 -4.25 0, + -0.419 -4.1999997 0.39399998,-0.419 -4.1999997 0.39399998, + -0.36899999 -4.25 0,-0.36899999 -4.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_539 Normal { vector [ + -0.70710893 -0.70710464 0,-0.70710893 -0.70710464 0, + -0.70710893 -0.70710464 0,-0.70710893 -0.70710464 0, + -0.70710893 -0.70710464 0,-0.70710893 -0.70710464 0] } +} +} +] } +DEF TXFM_546 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_540 Shape { + appearance USE APP_3 + geometry DEF FACE_540 IndexedFaceSet { + coord DEF COORD_540 Coordinate { point [ + 0.91899999 -4.1999997 0,0.91899999 -3.7999998 0, + 0.91899999 -4.1999997 0.39399998,0.91899999 -4.1999997 0.39399998, + 0.91899999 -3.7999998 0,0.91899999 -3.7999998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_540 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_547 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_541 Shape { + appearance USE APP_3 + geometry DEF FACE_541 IndexedFaceSet { + coord DEF COORD_541 Coordinate { point [ + -0.36899999 -4.25 0,-0.419 -4.3 0, + -0.36899999 -4.25 0.39399998,-0.36899999 -4.25 0.39399998, + -0.419 -4.3 0,-0.419 -4.3 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_541 Normal { vector [ + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0, + -0.70710627 0.70710729 0,-0.70710627 0.70710729 0] } +} +} +] } +DEF TXFM_548 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_542 Shape { + appearance USE APP_3 + geometry DEF FACE_542 IndexedFaceSet { + coord DEF COORD_542 Coordinate { point [ + 0.86899996 -4.25 0,0.91899999 -4.1999997 0, + 0.86899996 -4.25 0.39399998,0.86899996 -4.25 0.39399998, + 0.91899999 -4.1999997 0,0.91899999 -4.1999997 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_542 Normal { vector [ + 0.70710878 -0.70710478 0,0.70710878 -0.70710478 0, + 0.70710878 -0.70710478 0,0.70710878 -0.70710478 0, + 0.70710878 -0.70710478 0,0.70710878 -0.70710478 0] } +} +} +] } +DEF TXFM_549 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_543 Shape { + appearance USE APP_3 + geometry DEF FACE_543 IndexedFaceSet { + coord DEF COORD_543 Coordinate { point [ + -0.419 -4.3 0,-0.419 -4.6999999 0, + -0.419 -4.3 0.39399998,-0.419 -4.3 0.39399998, + -0.419 -4.6999999 0,-0.419 -4.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_543 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_550 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_544 Shape { + appearance USE APP_3 + geometry DEF FACE_544 IndexedFaceSet { + coord DEF COORD_544 Coordinate { point [ + 0.91899999 -4.3 0,0.86899996 -4.25 0, + 0.91899999 -4.3 0.39399998,0.91899999 -4.3 0.39399998, + 0.86899996 -4.25 0,0.86899996 -4.25 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_544 Normal { vector [ + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0, + 0.70710613 0.70710744 0,0.70710613 0.70710744 0] } +} +} +] } +DEF TXFM_551 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_545 Shape { + appearance USE APP_3 + geometry DEF FACE_545 IndexedFaceSet { + coord DEF COORD_545 Coordinate { point [ + -0.419 -4.6999999 0,-0.36899999 -4.7499998 0, + -0.419 -4.6999999 0.39399998,-0.419 -4.6999999 0.39399998, + -0.36899999 -4.7499998 0,-0.36899999 -4.7499998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_545 Normal { vector [ + -0.70710624 -0.70710732 0,-0.70710627 -0.70710729 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0, + -0.70710627 -0.70710729 0,-0.70710627 -0.70710729 0] } +} +} +] } +DEF TXFM_552 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_546 Shape { + appearance USE APP_3 + geometry DEF FACE_546 IndexedFaceSet { + coord DEF COORD_546 Coordinate { point [ + 0.91899999 -4.6999999 0,0.91899999 -4.3 0, + 0.91899999 -4.6999999 0.39399998,0.91899999 -4.6999999 0.39399998, + 0.91899999 -4.3 0,0.91899999 -4.3 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_546 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_553 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_547 Shape { + appearance USE APP_3 + geometry DEF FACE_547 IndexedFaceSet { + coord DEF COORD_547 Coordinate { point [ + -0.36899999 -4.7499998 0,0.86899996 -4.7499998 0, + -0.36899999 -4.7499998 0.39399998,-0.36899999 -4.7499998 0.39399998, + 0.86899996 -4.7499998 0,0.86899996 -4.7499998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_547 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_554 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_548 Shape { + appearance USE APP_3 + geometry DEF FACE_548 IndexedFaceSet { + coord DEF COORD_548 Coordinate { point [ + 0.86899996 -4.7499998 0,0.91899999 -4.6999999 0, + 0.86899996 -4.7499998 0.39399998,0.86899996 -4.7499998 0.39399998, + 0.91899999 -4.6999999 0,0.91899999 -4.6999999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_548 Normal { vector [ + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0, + 0.70710613 -0.70710744 0,0.70710613 -0.70710744 0] } +} +} +] } +DEF TXFM_555 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_549 Shape { + appearance DEF APP_4 Appearance { + material Material { + ambientIntensity 0.37900001 + diffuseColor 0.85900003 0.73799998 0.49599999 + emissiveColor 0 0 0 + shininess 0.40000001 + specularColor 0.13699999 0.145 0.184 + transparency 0 +} } + geometry DEF FACE_549 IndexedFaceSet { + coord DEF COORD_549 Coordinate { point [ + 0.079000002 -3.4209999 0,-0.079000002 -3.4209999 -0.86600001, + -0.079000002 -3.4209999 0,0.079000002 -3.4209999 0, + 0.079000002 -3.4209999 -0.86600001,-0.079000002 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_549 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_556 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_550 Shape { + appearance USE APP_4 + geometry DEF FACE_550 IndexedFaceSet { + coord DEF COORD_550 Coordinate { point [ + -0.079000002 -3.4209999 -0.86600001,-0.079000002 -3.579 0, + -0.079000002 -3.4209999 0,-0.079000002 -3.579 -0.86600001, + -0.079000002 -3.579 0,-0.079000002 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_550 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_557 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_551 Shape { + appearance USE APP_4 + geometry DEF FACE_551 IndexedFaceSet { + coord DEF COORD_551 Coordinate { point [ + -0.079000002 -3.579 -0.86600001,0.079000002 -3.579 0, + -0.079000002 -3.579 0,0.079000002 -3.579 -0.86600001, + 0.079000002 -3.579 0,-0.079000002 -3.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_551 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_558 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_552 Shape { + appearance USE APP_4 + geometry DEF FACE_552 IndexedFaceSet { + coord DEF COORD_552 Coordinate { point [ + 0.079000002 -3.579 0,0.079000002 -3.4209999 -0.86600001, + 0.079000002 -3.4209999 0,0.079000002 -3.579 0, + 0.079000002 -3.579 -0.86600001,0.079000002 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_552 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_559 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_553 Shape { + appearance USE APP_4 + geometry DEF FACE_553 IndexedFaceSet { + coord DEF COORD_553 Coordinate { point [ + 0.421 -3.579 -0.86600001,0.57899999 -3.579 0, + 0.421 -3.579 0,0.57899999 -3.579 -0.86600001, + 0.57899999 -3.579 0,0.421 -3.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_553 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_560 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_554 Shape { + appearance USE APP_4 + geometry DEF FACE_554 IndexedFaceSet { + coord DEF COORD_554 Coordinate { point [ + 0.57899999 -3.579 0,0.57899999 -3.4209999 -0.86600001, + 0.57899999 -3.4209999 0,0.57899999 -3.579 0, + 0.57899999 -3.579 -0.86600001,0.57899999 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_554 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_561 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_555 Shape { + appearance USE APP_4 + geometry DEF FACE_555 IndexedFaceSet { + coord DEF COORD_555 Coordinate { point [ + 0.57899999 -3.4209999 0,0.421 -3.4209999 -0.86600001, + 0.421 -3.4209999 0,0.57899999 -3.4209999 0, + 0.57899999 -3.4209999 -0.86600001,0.421 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_555 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_562 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_556 Shape { + appearance USE APP_4 + geometry DEF FACE_556 IndexedFaceSet { + coord DEF COORD_556 Coordinate { point [ + 0.421 -3.4209999 -0.86600001,0.421 -3.579 0, + 0.421 -3.4209999 0,0.421 -3.579 -0.86600001, + 0.421 -3.579 0,0.421 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_556 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_563 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_557 Shape { + appearance USE APP_4 + geometry DEF FACE_557 IndexedFaceSet { + coord DEF COORD_557 Coordinate { point [ + 0.079000002 -3.0789999 0,0.079000002 -2.9210001 -0.86600001, + 0.079000002 -2.9210001 0,0.079000002 -3.0789999 0, + 0.079000002 -3.0789999 -0.86600001,0.079000002 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_557 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_564 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_558 Shape { + appearance USE APP_4 + geometry DEF FACE_558 IndexedFaceSet { + coord DEF COORD_558 Coordinate { point [ + 0.079000002 -2.9210001 0,-0.079000002 -2.9210001 -0.86600001, + -0.079000002 -2.9210001 0,0.079000002 -2.9210001 0, + 0.079000002 -2.9210001 -0.86600001,-0.079000002 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_558 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_565 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_559 Shape { + appearance USE APP_4 + geometry DEF FACE_559 IndexedFaceSet { + coord DEF COORD_559 Coordinate { point [ + -0.079000002 -2.9210001 -0.86600001,-0.079000002 -3.0789999 0, + -0.079000002 -2.9210001 0,-0.079000002 -3.0789999 -0.86600001, + -0.079000002 -3.0789999 0,-0.079000002 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_559 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_566 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_560 Shape { + appearance USE APP_4 + geometry DEF FACE_560 IndexedFaceSet { + coord DEF COORD_560 Coordinate { point [ + -0.079000002 -3.0789999 -0.86600001,0.079000002 -3.0789999 0, + -0.079000002 -3.0789999 0,0.079000002 -3.0789999 -0.86600001, + 0.079000002 -3.0789999 0,-0.079000002 -3.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_560 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_567 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_561 Shape { + appearance USE APP_4 + geometry DEF FACE_561 IndexedFaceSet { + coord DEF COORD_561 Coordinate { point [ + 0.421 -3.0789999 -0.86600001,0.57899999 -3.0789999 0, + 0.421 -3.0789999 0,0.57899999 -3.0789999 -0.86600001, + 0.57899999 -3.0789999 0,0.421 -3.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_561 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_568 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_562 Shape { + appearance USE APP_4 + geometry DEF FACE_562 IndexedFaceSet { + coord DEF COORD_562 Coordinate { point [ + 0.57899999 -3.0789999 0,0.57899999 -2.9210001 -0.86600001, + 0.57899999 -2.9210001 0,0.57899999 -3.0789999 0, + 0.57899999 -3.0789999 -0.86600001,0.57899999 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_562 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_569 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_563 Shape { + appearance USE APP_4 + geometry DEF FACE_563 IndexedFaceSet { + coord DEF COORD_563 Coordinate { point [ + 0.57899999 -2.9210001 0,0.421 -2.9210001 -0.86600001, + 0.421 -2.9210001 0,0.57899999 -2.9210001 0, + 0.57899999 -2.9210001 -0.86600001,0.421 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_563 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_570 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_564 Shape { + appearance USE APP_4 + geometry DEF FACE_564 IndexedFaceSet { + coord DEF COORD_564 Coordinate { point [ + 0.421 -2.9210001 -0.86600001,0.421 -3.0789999 0, + 0.421 -2.9210001 0,0.421 -3.0789999 -0.86600001, + 0.421 -3.0789999 0,0.421 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_564 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_571 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_565 Shape { + appearance USE APP_4 + geometry DEF FACE_565 IndexedFaceSet { + coord DEF COORD_565 Coordinate { point [ + 0.079000002 -1.9210001 0,-0.079000002 -1.9210001 -0.86600001, + -0.079000002 -1.9210001 0,0.079000002 -1.9210001 0, + 0.079000002 -1.9210001 -0.86600001,-0.079000002 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_565 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_572 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_566 Shape { + appearance USE APP_4 + geometry DEF FACE_566 IndexedFaceSet { + coord DEF COORD_566 Coordinate { point [ + -0.079000002 -1.9210001 -0.86600001,-0.079000002 -2.0789999 0, + -0.079000002 -1.9210001 0,-0.079000002 -2.0789999 -0.86600001, + -0.079000002 -2.0789999 0,-0.079000002 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_566 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_573 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_567 Shape { + appearance USE APP_4 + geometry DEF FACE_567 IndexedFaceSet { + coord DEF COORD_567 Coordinate { point [ + -0.079000002 -2.0789999 -0.86600001,0.079000002 -2.0789999 0, + -0.079000002 -2.0789999 0,0.079000002 -2.0789999 -0.86600001, + 0.079000002 -2.0789999 0,-0.079000002 -2.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_567 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_574 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_568 Shape { + appearance USE APP_4 + geometry DEF FACE_568 IndexedFaceSet { + coord DEF COORD_568 Coordinate { point [ + 0.079000002 -2.0789999 0,0.079000002 -1.9210001 -0.86600001, + 0.079000002 -1.9210001 0,0.079000002 -2.0789999 0, + 0.079000002 -2.0789999 -0.86600001,0.079000002 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_568 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_575 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_569 Shape { + appearance USE APP_4 + geometry DEF FACE_569 IndexedFaceSet { + coord DEF COORD_569 Coordinate { point [ + 0.57899999 -1.9210001 0,0.421 -1.9210001 -0.86600001, + 0.421 -1.9210001 0,0.57899999 -1.9210001 0, + 0.57899999 -1.9210001 -0.86600001,0.421 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_569 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_576 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_570 Shape { + appearance USE APP_4 + geometry DEF FACE_570 IndexedFaceSet { + coord DEF COORD_570 Coordinate { point [ + 0.421 -1.9210001 -0.86600001,0.421 -2.0789999 0, + 0.421 -1.9210001 0,0.421 -2.0789999 -0.86600001, + 0.421 -2.0789999 0,0.421 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_570 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_577 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_571 Shape { + appearance USE APP_4 + geometry DEF FACE_571 IndexedFaceSet { + coord DEF COORD_571 Coordinate { point [ + 0.421 -2.0789999 -0.86600001,0.57899999 -2.0789999 0, + 0.421 -2.0789999 0,0.57899999 -2.0789999 -0.86600001, + 0.57899999 -2.0789999 0,0.421 -2.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_571 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_578 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_572 Shape { + appearance USE APP_4 + geometry DEF FACE_572 IndexedFaceSet { + coord DEF COORD_572 Coordinate { point [ + 0.57899999 -2.0789999 0,0.57899999 -1.9210001 -0.86600001, + 0.57899999 -1.9210001 0,0.57899999 -2.0789999 0, + 0.57899999 -2.0789999 -0.86600001,0.57899999 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_572 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_579 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_573 Shape { + appearance USE APP_4 + geometry DEF FACE_573 IndexedFaceSet { + coord DEF COORD_573 Coordinate { point [ + -0.079000002 -2.5789999 -0.86600001,0.079000002 -2.5789999 0, + -0.079000002 -2.5789999 0,0.079000002 -2.5789999 -0.86600001, + 0.079000002 -2.5789999 0,-0.079000002 -2.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_573 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_580 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_574 Shape { + appearance USE APP_4 + geometry DEF FACE_574 IndexedFaceSet { + coord DEF COORD_574 Coordinate { point [ + 0.079000002 -2.5789999 0,0.079000002 -2.4210001 -0.86600001, + 0.079000002 -2.4210001 0,0.079000002 -2.5789999 0, + 0.079000002 -2.5789999 -0.86600001,0.079000002 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_574 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_581 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_575 Shape { + appearance USE APP_4 + geometry DEF FACE_575 IndexedFaceSet { + coord DEF COORD_575 Coordinate { point [ + 0.079000002 -2.4210001 0,-0.079000002 -2.4210001 -0.86600001, + -0.079000002 -2.4210001 0,0.079000002 -2.4210001 0, + 0.079000002 -2.4210001 -0.86600001,-0.079000002 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_575 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_582 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_576 Shape { + appearance USE APP_4 + geometry DEF FACE_576 IndexedFaceSet { + coord DEF COORD_576 Coordinate { point [ + -0.079000002 -2.4210001 -0.86600001,-0.079000002 -2.5789999 0, + -0.079000002 -2.4210001 0,-0.079000002 -2.5789999 -0.86600001, + -0.079000002 -2.5789999 0,-0.079000002 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_576 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_583 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_577 Shape { + appearance USE APP_4 + geometry DEF FACE_577 IndexedFaceSet { + coord DEF COORD_577 Coordinate { point [ + 0.57899999 -2.5789999 0,0.57899999 -2.4210001 -0.86600001, + 0.57899999 -2.4210001 0,0.57899999 -2.5789999 0, + 0.57899999 -2.5789999 -0.86600001,0.57899999 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_577 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_584 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_578 Shape { + appearance USE APP_4 + geometry DEF FACE_578 IndexedFaceSet { + coord DEF COORD_578 Coordinate { point [ + 0.57899999 -2.4210001 0,0.421 -2.4210001 -0.86600001, + 0.421 -2.4210001 0,0.57899999 -2.4210001 0, + 0.57899999 -2.4210001 -0.86600001,0.421 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_578 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_585 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_579 Shape { + appearance USE APP_4 + geometry DEF FACE_579 IndexedFaceSet { + coord DEF COORD_579 Coordinate { point [ + 0.421 -2.4210001 -0.86600001,0.421 -2.5789999 0, + 0.421 -2.4210001 0,0.421 -2.5789999 -0.86600001, + 0.421 -2.5789999 0,0.421 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_579 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_586 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_580 Shape { + appearance USE APP_4 + geometry DEF FACE_580 IndexedFaceSet { + coord DEF COORD_580 Coordinate { point [ + 0.421 -2.5789999 -0.86600001,0.57899999 -2.5789999 0, + 0.421 -2.5789999 0,0.57899999 -2.5789999 -0.86600001, + 0.57899999 -2.5789999 0,0.421 -2.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_580 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_587 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_581 Shape { + appearance USE APP_4 + geometry DEF FACE_581 IndexedFaceSet { + coord DEF COORD_581 Coordinate { point [ + 0.57899999 -0.079000002 0,0.57899999 0.079000002 -0.86600001, + 0.57899999 0.079000002 0,0.57899999 -0.079000002 0, + 0.57899999 -0.079000002 -0.86600001,0.57899999 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_581 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_588 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_582 Shape { + appearance USE APP_4 + geometry DEF FACE_582 IndexedFaceSet { + coord DEF COORD_582 Coordinate { point [ + 0.57899999 0.079000002 0,0.421 0.079000002 -0.86600001, + 0.421 0.079000002 0,0.57899999 0.079000002 0, + 0.57899999 0.079000002 -0.86600001,0.421 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_582 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_589 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_583 Shape { + appearance USE APP_4 + geometry DEF FACE_583 IndexedFaceSet { + coord DEF COORD_583 Coordinate { point [ + 0.421 0.079000002 -0.86600001,0.421 -0.079000002 0, + 0.421 0.079000002 0,0.421 -0.079000002 -0.86600001, + 0.421 -0.079000002 0,0.421 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_583 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_590 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_584 Shape { + appearance USE APP_4 + geometry DEF FACE_584 IndexedFaceSet { + coord DEF COORD_584 Coordinate { point [ + 0.421 -0.079000002 -0.86600001,0.57899999 -0.079000002 0, + 0.421 -0.079000002 0,0.57899999 -0.079000002 -0.86600001, + 0.57899999 -0.079000002 0,0.421 -0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_584 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_591 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_585 Shape { + appearance USE APP_4 + geometry DEF FACE_585 IndexedFaceSet { + coord DEF COORD_585 Coordinate { point [ + -0.079000002 -0.079000002 -0.86600001,0.079000002 -0.079000002 0, + -0.079000002 -0.079000002 0,0.079000002 -0.079000002 -0.86600001, + 0.079000002 -0.079000002 0,-0.079000002 -0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_585 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_592 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_586 Shape { + appearance USE APP_4 + geometry DEF FACE_586 IndexedFaceSet { + coord DEF COORD_586 Coordinate { point [ + 0.079000002 -0.079000002 0,0.079000002 0.079000002 -0.86600001, + 0.079000002 0.079000002 0,0.079000002 -0.079000002 0, + 0.079000002 -0.079000002 -0.86600001,0.079000002 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_586 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_593 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_587 Shape { + appearance USE APP_4 + geometry DEF FACE_587 IndexedFaceSet { + coord DEF COORD_587 Coordinate { point [ + 0.079000002 0.079000002 0,-0.079000002 0.079000002 -0.86600001, + -0.079000002 0.079000002 0,0.079000002 0.079000002 0, + 0.079000002 0.079000002 -0.86600001,-0.079000002 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_587 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_594 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_588 Shape { + appearance USE APP_4 + geometry DEF FACE_588 IndexedFaceSet { + coord DEF COORD_588 Coordinate { point [ + -0.079000002 0.079000002 -0.86600001,-0.079000002 -0.079000002 0, + -0.079000002 0.079000002 0,-0.079000002 -0.079000002 -0.86600001, + -0.079000002 -0.079000002 0,-0.079000002 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_588 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_595 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_589 Shape { + appearance USE APP_4 + geometry DEF FACE_589 IndexedFaceSet { + coord DEF COORD_589 Coordinate { point [ + 0.57899999 -0.92099999 0,0.421 -0.92099999 -0.86600001, + 0.421 -0.92099999 0,0.57899999 -0.92099999 0, + 0.57899999 -0.92099999 -0.86600001,0.421 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_589 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_596 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_590 Shape { + appearance USE APP_4 + geometry DEF FACE_590 IndexedFaceSet { + coord DEF COORD_590 Coordinate { point [ + 0.421 -0.92099999 -0.86600001,0.421 -1.079 0, + 0.421 -0.92099999 0,0.421 -1.079 -0.86600001, + 0.421 -1.079 0,0.421 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_590 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_597 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_591 Shape { + appearance USE APP_4 + geometry DEF FACE_591 IndexedFaceSet { + coord DEF COORD_591 Coordinate { point [ + 0.421 -1.079 -0.86600001,0.57899999 -1.079 0, + 0.421 -1.079 0,0.57899999 -1.079 -0.86600001, + 0.57899999 -1.079 0,0.421 -1.079 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_591 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_598 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_592 Shape { + appearance USE APP_4 + geometry DEF FACE_592 IndexedFaceSet { + coord DEF COORD_592 Coordinate { point [ + 0.57899999 -1.079 0,0.57899999 -0.92099999 -0.86600001, + 0.57899999 -0.92099999 0,0.57899999 -1.079 0, + 0.57899999 -1.079 -0.86600001,0.57899999 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_592 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_599 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_593 Shape { + appearance USE APP_4 + geometry DEF FACE_593 IndexedFaceSet { + coord DEF COORD_593 Coordinate { point [ + 0.079000002 -0.92099999 0,-0.079000002 -0.92099999 -0.86600001, + -0.079000002 -0.92099999 0,0.079000002 -0.92099999 0, + 0.079000002 -0.92099999 -0.86600001,-0.079000002 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_593 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_600 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_594 Shape { + appearance USE APP_4 + geometry DEF FACE_594 IndexedFaceSet { + coord DEF COORD_594 Coordinate { point [ + -0.079000002 -0.92099999 -0.86600001,-0.079000002 -1.079 0, + -0.079000002 -0.92099999 0,-0.079000002 -1.079 -0.86600001, + -0.079000002 -1.079 0,-0.079000002 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_594 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_601 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_595 Shape { + appearance USE APP_4 + geometry DEF FACE_595 IndexedFaceSet { + coord DEF COORD_595 Coordinate { point [ + -0.079000002 -1.079 -0.86600001,0.079000002 -1.079 0, + -0.079000002 -1.079 0,0.079000002 -1.079 -0.86600001, + 0.079000002 -1.079 0,-0.079000002 -1.079 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_595 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_602 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_596 Shape { + appearance USE APP_4 + geometry DEF FACE_596 IndexedFaceSet { + coord DEF COORD_596 Coordinate { point [ + 0.079000002 -1.079 0,0.079000002 -0.92099999 -0.86600001, + 0.079000002 -0.92099999 0,0.079000002 -1.079 0, + 0.079000002 -1.079 -0.86600001,0.079000002 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_596 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_603 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_597 Shape { + appearance USE APP_4 + geometry DEF FACE_597 IndexedFaceSet { + coord DEF COORD_597 Coordinate { point [ + 0.079000002 -0.421 0,-0.079000002 -0.421 -0.86600001, + -0.079000002 -0.421 0,0.079000002 -0.421 0, + 0.079000002 -0.421 -0.86600001,-0.079000002 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_597 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_604 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_598 Shape { + appearance USE APP_4 + geometry DEF FACE_598 IndexedFaceSet { + coord DEF COORD_598 Coordinate { point [ + -0.079000002 -0.421 -0.86600001,-0.079000002 -0.57899999 0, + -0.079000002 -0.421 0,-0.079000002 -0.57899999 -0.86600001, + -0.079000002 -0.57899999 0,-0.079000002 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_598 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_605 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_599 Shape { + appearance USE APP_4 + geometry DEF FACE_599 IndexedFaceSet { + coord DEF COORD_599 Coordinate { point [ + -0.079000002 -0.57899999 -0.86600001,0.079000002 -0.57899999 0, + -0.079000002 -0.57899999 0,0.079000002 -0.57899999 -0.86600001, + 0.079000002 -0.57899999 0,-0.079000002 -0.57899999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_599 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_606 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_600 Shape { + appearance USE APP_4 + geometry DEF FACE_600 IndexedFaceSet { + coord DEF COORD_600 Coordinate { point [ + 0.079000002 -0.57899999 0,0.079000002 -0.421 -0.86600001, + 0.079000002 -0.421 0,0.079000002 -0.57899999 0, + 0.079000002 -0.57899999 -0.86600001,0.079000002 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_600 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_607 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_601 Shape { + appearance USE APP_4 + geometry DEF FACE_601 IndexedFaceSet { + coord DEF COORD_601 Coordinate { point [ + 0.57899999 -0.57899999 0,0.57899999 -0.421 -0.86600001, + 0.57899999 -0.421 0,0.57899999 -0.57899999 0, + 0.57899999 -0.57899999 -0.86600001,0.57899999 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_601 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_608 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_602 Shape { + appearance USE APP_4 + geometry DEF FACE_602 IndexedFaceSet { + coord DEF COORD_602 Coordinate { point [ + 0.57899999 -0.421 0,0.421 -0.421 -0.86600001, + 0.421 -0.421 0,0.57899999 -0.421 0, + 0.57899999 -0.421 -0.86600001,0.421 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_602 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_609 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_603 Shape { + appearance USE APP_4 + geometry DEF FACE_603 IndexedFaceSet { + coord DEF COORD_603 Coordinate { point [ + 0.421 -0.421 -0.86600001,0.421 -0.57899999 0, + 0.421 -0.421 0,0.421 -0.57899999 -0.86600001, + 0.421 -0.57899999 0,0.421 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_603 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_610 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_604 Shape { + appearance USE APP_4 + geometry DEF FACE_604 IndexedFaceSet { + coord DEF COORD_604 Coordinate { point [ + 0.421 -0.57899999 -0.86600001,0.57899999 -0.57899999 0, + 0.421 -0.57899999 0,0.57899999 -0.57899999 -0.86600001, + 0.57899999 -0.57899999 0,0.421 -0.57899999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_604 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_611 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_605 Shape { + appearance USE APP_4 + geometry DEF FACE_605 IndexedFaceSet { + coord DEF COORD_605 Coordinate { point [ + 0.421 -1.5789999 -0.86600001,0.57899999 -1.5789999 0, + 0.421 -1.5789999 0,0.57899999 -1.5789999 -0.86600001, + 0.57899999 -1.5789999 0,0.421 -1.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_605 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_612 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_606 Shape { + appearance USE APP_4 + geometry DEF FACE_606 IndexedFaceSet { + coord DEF COORD_606 Coordinate { point [ + 0.57899999 -1.5789999 0,0.57899999 -1.421 -0.86600001, + 0.57899999 -1.421 0,0.57899999 -1.5789999 0, + 0.57899999 -1.5789999 -0.86600001,0.57899999 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_606 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_613 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_607 Shape { + appearance USE APP_4 + geometry DEF FACE_607 IndexedFaceSet { + coord DEF COORD_607 Coordinate { point [ + 0.57899999 -1.421 0,0.421 -1.421 -0.86600001, + 0.421 -1.421 0,0.57899999 -1.421 0, + 0.57899999 -1.421 -0.86600001,0.421 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_607 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_614 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_608 Shape { + appearance USE APP_4 + geometry DEF FACE_608 IndexedFaceSet { + coord DEF COORD_608 Coordinate { point [ + 0.421 -1.421 -0.86600001,0.421 -1.5789999 0, + 0.421 -1.421 0,0.421 -1.5789999 -0.86600001, + 0.421 -1.5789999 0,0.421 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_608 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_615 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_609 Shape { + appearance USE APP_4 + geometry DEF FACE_609 IndexedFaceSet { + coord DEF COORD_609 Coordinate { point [ + -0.079000002 -1.5789999 -0.86600001,0.079000002 -1.5789999 0, + -0.079000002 -1.5789999 0,0.079000002 -1.5789999 -0.86600001, + 0.079000002 -1.5789999 0,-0.079000002 -1.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_609 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_616 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_610 Shape { + appearance USE APP_4 + geometry DEF FACE_610 IndexedFaceSet { + coord DEF COORD_610 Coordinate { point [ + 0.079000002 -1.5789999 0,0.079000002 -1.421 -0.86600001, + 0.079000002 -1.421 0,0.079000002 -1.5789999 0, + 0.079000002 -1.5789999 -0.86600001,0.079000002 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_610 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_617 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_611 Shape { + appearance USE APP_4 + geometry DEF FACE_611 IndexedFaceSet { + coord DEF COORD_611 Coordinate { point [ + 0.079000002 -1.421 0,-0.079000002 -1.421 -0.86600001, + -0.079000002 -1.421 0,0.079000002 -1.421 0, + 0.079000002 -1.421 -0.86600001,-0.079000002 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_611 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_618 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_612 Shape { + appearance USE APP_4 + geometry DEF FACE_612 IndexedFaceSet { + coord DEF COORD_612 Coordinate { point [ + -0.079000002 -1.421 -0.86600001,-0.079000002 -1.5789999 0, + -0.079000002 -1.421 0,-0.079000002 -1.5789999 -0.86600001, + -0.079000002 -1.5789999 0,-0.079000002 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_612 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_619 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_613 Shape { + appearance USE APP_4 + geometry DEF FACE_613 IndexedFaceSet { + coord DEF COORD_613 Coordinate { point [ + 0.079000002 -4.4209998 0,-0.079000002 -4.4209998 -0.86600001, + -0.079000002 -4.4209998 0,0.079000002 -4.4209998 0, + 0.079000002 -4.4209998 -0.86600001,-0.079000002 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_613 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_620 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_614 Shape { + appearance USE APP_4 + geometry DEF FACE_614 IndexedFaceSet { + coord DEF COORD_614 Coordinate { point [ + -0.079000002 -4.4209998 -0.86600001,-0.079000002 -4.579 0, + -0.079000002 -4.4209998 0,-0.079000002 -4.579 -0.86600001, + -0.079000002 -4.579 0,-0.079000002 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_614 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_621 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_615 Shape { + appearance USE APP_4 + geometry DEF FACE_615 IndexedFaceSet { + coord DEF COORD_615 Coordinate { point [ + -0.079000002 -4.579 -0.86600001,0.079000002 -4.579 0, + -0.079000002 -4.579 0,0.079000002 -4.579 -0.86600001, + 0.079000002 -4.579 0,-0.079000002 -4.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_615 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_622 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_616 Shape { + appearance USE APP_4 + geometry DEF FACE_616 IndexedFaceSet { + coord DEF COORD_616 Coordinate { point [ + 0.079000002 -4.579 0,0.079000002 -4.4209998 -0.86600001, + 0.079000002 -4.4209998 0,0.079000002 -4.579 0, + 0.079000002 -4.579 -0.86600001,0.079000002 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_616 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_623 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_617 Shape { + appearance USE APP_4 + geometry DEF FACE_617 IndexedFaceSet { + coord DEF COORD_617 Coordinate { point [ + -0.079000002 -4.0789998 -0.86600001,0.079000002 -4.0789998 0, + -0.079000002 -4.0789998 0,0.079000002 -4.0789998 -0.86600001, + 0.079000002 -4.0789998 0,-0.079000002 -4.0789998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_617 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_624 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_618 Shape { + appearance USE APP_4 + geometry DEF FACE_618 IndexedFaceSet { + coord DEF COORD_618 Coordinate { point [ + 0.079000002 -4.0789998 0,0.079000002 -3.921 -0.86600001, + 0.079000002 -3.921 0,0.079000002 -4.0789998 0, + 0.079000002 -4.0789998 -0.86600001,0.079000002 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_618 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_625 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_619 Shape { + appearance USE APP_4 + geometry DEF FACE_619 IndexedFaceSet { + coord DEF COORD_619 Coordinate { point [ + 0.079000002 -3.921 0,-0.079000002 -3.921 -0.86600001, + -0.079000002 -3.921 0,0.079000002 -3.921 0, + 0.079000002 -3.921 -0.86600001,-0.079000002 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_619 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_626 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_620 Shape { + appearance USE APP_4 + geometry DEF FACE_620 IndexedFaceSet { + coord DEF COORD_620 Coordinate { point [ + -0.079000002 -3.921 -0.86600001,-0.079000002 -4.0789998 0, + -0.079000002 -3.921 0,-0.079000002 -4.0789998 -0.86600001, + -0.079000002 -4.0789998 0,-0.079000002 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_620 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_627 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_621 Shape { + appearance USE APP_4 + geometry DEF FACE_621 IndexedFaceSet { + coord DEF COORD_621 Coordinate { point [ + 0.57899999 -3.921 0,0.421 -3.921 -0.86600001, + 0.421 -3.921 0,0.57899999 -3.921 0, + 0.57899999 -3.921 -0.86600001,0.421 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_621 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_628 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_622 Shape { + appearance USE APP_4 + geometry DEF FACE_622 IndexedFaceSet { + coord DEF COORD_622 Coordinate { point [ + 0.421 -3.921 -0.86600001,0.421 -4.0789998 0, + 0.421 -3.921 0,0.421 -4.0789998 -0.86600001, + 0.421 -4.0789998 0,0.421 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_622 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_629 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_623 Shape { + appearance USE APP_4 + geometry DEF FACE_623 IndexedFaceSet { + coord DEF COORD_623 Coordinate { point [ + 0.421 -4.0789998 -0.86600001,0.57899999 -4.0789998 0, + 0.421 -4.0789998 0,0.57899999 -4.0789998 -0.86600001, + 0.57899999 -4.0789998 0,0.421 -4.0789998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_623 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_630 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_624 Shape { + appearance USE APP_4 + geometry DEF FACE_624 IndexedFaceSet { + coord DEF COORD_624 Coordinate { point [ + 0.57899999 -4.0789998 0,0.57899999 -3.921 -0.86600001, + 0.57899999 -3.921 0,0.57899999 -4.0789998 0, + 0.57899999 -4.0789998 -0.86600001,0.57899999 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_624 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_631 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_625 Shape { + appearance USE APP_4 + geometry DEF FACE_625 IndexedFaceSet { + coord DEF COORD_625 Coordinate { point [ + 0.57899999 -4.579 0,0.57899999 -4.4209998 -0.86600001, + 0.57899999 -4.4209998 0,0.57899999 -4.579 0, + 0.57899999 -4.579 -0.86600001,0.57899999 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_625 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_632 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_626 Shape { + appearance USE APP_4 + geometry DEF FACE_626 IndexedFaceSet { + coord DEF COORD_626 Coordinate { point [ + 0.57899999 -4.4209998 0,0.421 -4.4209998 -0.86600001, + 0.421 -4.4209998 0,0.57899999 -4.4209998 0, + 0.57899999 -4.4209998 -0.86600001,0.421 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_626 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_633 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_627 Shape { + appearance USE APP_4 + geometry DEF FACE_627 IndexedFaceSet { + coord DEF COORD_627 Coordinate { point [ + 0.421 -4.4209998 -0.86600001,0.421 -4.579 0, + 0.421 -4.4209998 0,0.421 -4.579 -0.86600001, + 0.421 -4.579 0,0.421 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_627 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_634 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_628 Shape { + appearance USE APP_4 + geometry DEF FACE_628 IndexedFaceSet { + coord DEF COORD_628 Coordinate { point [ + 0.421 -4.579 -0.86600001,0.57899999 -4.579 0, + 0.421 -4.579 0,0.57899999 -4.579 -0.86600001, + 0.57899999 -4.579 0,0.421 -4.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_628 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_635 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_629 Shape { + appearance USE APP_4 + geometry DEF FACE_629 IndexedFaceSet { + coord DEF COORD_629 Coordinate { point [ + 0.079000002 -3.4209999 1.5349999,-0.079000002 -3.4209999 0.39399998, + -0.079000002 -3.4209999 1.5349999,0.079000002 -3.4209999 1.5349999, + 0.079000002 -3.4209999 0.39399998,-0.079000002 -3.4209999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_629 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_636 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_630 Shape { + appearance USE APP_4 + geometry DEF FACE_630 IndexedFaceSet { + coord DEF COORD_630 Coordinate { point [ + -0.079000002 -3.4209999 0.39399998,-0.079000002 -3.579 1.5349999, + -0.079000002 -3.4209999 1.5349999,-0.079000002 -3.579 0.39399998, + -0.079000002 -3.579 1.5349999,-0.079000002 -3.4209999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_630 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_637 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_631 Shape { + appearance USE APP_4 + geometry DEF FACE_631 IndexedFaceSet { + coord DEF COORD_631 Coordinate { point [ + -0.079000002 -3.579 0.39399998,0.079000002 -3.579 1.5349999, + -0.079000002 -3.579 1.5349999,0.079000002 -3.579 0.39399998, + 0.079000002 -3.579 1.5349999,-0.079000002 -3.579 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_631 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_638 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_632 Shape { + appearance USE APP_4 + geometry DEF FACE_632 IndexedFaceSet { + coord DEF COORD_632 Coordinate { point [ + 0.079000002 -3.579 1.5349999,0.079000002 -3.4209999 0.39399998, + 0.079000002 -3.4209999 1.5349999,0.079000002 -3.579 1.5349999, + 0.079000002 -3.579 0.39399998,0.079000002 -3.4209999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_632 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_639 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_633 Shape { + appearance USE APP_4 + geometry DEF FACE_633 IndexedFaceSet { + coord DEF COORD_633 Coordinate { point [ + 0.421 -3.579 0.39399998,0.57899999 -3.579 1.5349999, + 0.421 -3.579 1.5349999,0.57899999 -3.579 0.39399998, + 0.57899999 -3.579 1.5349999,0.421 -3.579 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_633 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_640 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_634 Shape { + appearance USE APP_4 + geometry DEF FACE_634 IndexedFaceSet { + coord DEF COORD_634 Coordinate { point [ + 0.57899999 -3.579 1.5349999,0.57899999 -3.4209999 0.39399998, + 0.57899999 -3.4209999 1.5349999,0.57899999 -3.579 1.5349999, + 0.57899999 -3.579 0.39399998,0.57899999 -3.4209999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_634 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_641 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_635 Shape { + appearance USE APP_4 + geometry DEF FACE_635 IndexedFaceSet { + coord DEF COORD_635 Coordinate { point [ + 0.57899999 -3.4209999 1.5349999,0.421 -3.4209999 0.39399998, + 0.421 -3.4209999 1.5349999,0.57899999 -3.4209999 1.5349999, + 0.57899999 -3.4209999 0.39399998,0.421 -3.4209999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_635 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_642 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_636 Shape { + appearance USE APP_4 + geometry DEF FACE_636 IndexedFaceSet { + coord DEF COORD_636 Coordinate { point [ + 0.421 -3.4209999 0.39399998,0.421 -3.579 1.5349999, + 0.421 -3.4209999 1.5349999,0.421 -3.579 0.39399998, + 0.421 -3.579 1.5349999,0.421 -3.4209999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_636 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_643 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_637 Shape { + appearance USE APP_4 + geometry DEF FACE_637 IndexedFaceSet { + coord DEF COORD_637 Coordinate { point [ + 0.079000002 -3.0789999 1.5349999,0.079000002 -2.9210001 0.39399998, + 0.079000002 -2.9210001 1.5349999,0.079000002 -3.0789999 1.5349999, + 0.079000002 -3.0789999 0.39399998,0.079000002 -2.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_637 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_644 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_638 Shape { + appearance USE APP_4 + geometry DEF FACE_638 IndexedFaceSet { + coord DEF COORD_638 Coordinate { point [ + 0.079000002 -2.9210001 1.5349999,-0.079000002 -2.9210001 0.39399998, + -0.079000002 -2.9210001 1.5349999,0.079000002 -2.9210001 1.5349999, + 0.079000002 -2.9210001 0.39399998,-0.079000002 -2.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_638 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_645 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_639 Shape { + appearance USE APP_4 + geometry DEF FACE_639 IndexedFaceSet { + coord DEF COORD_639 Coordinate { point [ + -0.079000002 -2.9210001 0.39399998,-0.079000002 -3.0789999 1.5349999, + -0.079000002 -2.9210001 1.5349999,-0.079000002 -3.0789999 0.39399998, + -0.079000002 -3.0789999 1.5349999,-0.079000002 -2.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_639 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_646 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_640 Shape { + appearance USE APP_4 + geometry DEF FACE_640 IndexedFaceSet { + coord DEF COORD_640 Coordinate { point [ + -0.079000002 -3.0789999 0.39399998,0.079000002 -3.0789999 1.5349999, + -0.079000002 -3.0789999 1.5349999,0.079000002 -3.0789999 0.39399998, + 0.079000002 -3.0789999 1.5349999,-0.079000002 -3.0789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_640 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_647 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_641 Shape { + appearance USE APP_4 + geometry DEF FACE_641 IndexedFaceSet { + coord DEF COORD_641 Coordinate { point [ + 0.421 -3.0789999 0.39399998,0.57899999 -3.0789999 1.5349999, + 0.421 -3.0789999 1.5349999,0.57899999 -3.0789999 0.39399998, + 0.57899999 -3.0789999 1.5349999,0.421 -3.0789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_641 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_648 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_642 Shape { + appearance USE APP_4 + geometry DEF FACE_642 IndexedFaceSet { + coord DEF COORD_642 Coordinate { point [ + 0.57899999 -3.0789999 1.5349999,0.57899999 -2.9210001 0.39399998, + 0.57899999 -2.9210001 1.5349999,0.57899999 -3.0789999 1.5349999, + 0.57899999 -3.0789999 0.39399998,0.57899999 -2.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_642 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_649 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_643 Shape { + appearance USE APP_4 + geometry DEF FACE_643 IndexedFaceSet { + coord DEF COORD_643 Coordinate { point [ + 0.57899999 -2.9210001 1.5349999,0.421 -2.9210001 0.39399998, + 0.421 -2.9210001 1.5349999,0.57899999 -2.9210001 1.5349999, + 0.57899999 -2.9210001 0.39399998,0.421 -2.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_643 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_650 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_644 Shape { + appearance USE APP_4 + geometry DEF FACE_644 IndexedFaceSet { + coord DEF COORD_644 Coordinate { point [ + 0.421 -2.9210001 0.39399998,0.421 -3.0789999 1.5349999, + 0.421 -2.9210001 1.5349999,0.421 -3.0789999 0.39399998, + 0.421 -3.0789999 1.5349999,0.421 -2.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_644 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_651 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_645 Shape { + appearance USE APP_4 + geometry DEF FACE_645 IndexedFaceSet { + coord DEF COORD_645 Coordinate { point [ + 0.079000002 -1.9210001 1.5349999,-0.079000002 -1.9210001 0.39399998, + -0.079000002 -1.9210001 1.5349999,0.079000002 -1.9210001 1.5349999, + 0.079000002 -1.9210001 0.39399998,-0.079000002 -1.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_645 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_652 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_646 Shape { + appearance USE APP_4 + geometry DEF FACE_646 IndexedFaceSet { + coord DEF COORD_646 Coordinate { point [ + -0.079000002 -1.9210001 0.39399998,-0.079000002 -2.0789999 1.5349999, + -0.079000002 -1.9210001 1.5349999,-0.079000002 -2.0789999 0.39399998, + -0.079000002 -2.0789999 1.5349999,-0.079000002 -1.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_646 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_653 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_647 Shape { + appearance USE APP_4 + geometry DEF FACE_647 IndexedFaceSet { + coord DEF COORD_647 Coordinate { point [ + -0.079000002 -2.0789999 0.39399998,0.079000002 -2.0789999 1.5349999, + -0.079000002 -2.0789999 1.5349999,0.079000002 -2.0789999 0.39399998, + 0.079000002 -2.0789999 1.5349999,-0.079000002 -2.0789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_647 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_654 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_648 Shape { + appearance USE APP_4 + geometry DEF FACE_648 IndexedFaceSet { + coord DEF COORD_648 Coordinate { point [ + 0.079000002 -2.0789999 1.5349999,0.079000002 -1.9210001 0.39399998, + 0.079000002 -1.9210001 1.5349999,0.079000002 -2.0789999 1.5349999, + 0.079000002 -2.0789999 0.39399998,0.079000002 -1.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_648 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_655 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_649 Shape { + appearance USE APP_4 + geometry DEF FACE_649 IndexedFaceSet { + coord DEF COORD_649 Coordinate { point [ + 0.57899999 -1.9210001 1.5349999,0.421 -1.9210001 0.39399998, + 0.421 -1.9210001 1.5349999,0.57899999 -1.9210001 1.5349999, + 0.57899999 -1.9210001 0.39399998,0.421 -1.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_649 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_656 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_650 Shape { + appearance USE APP_4 + geometry DEF FACE_650 IndexedFaceSet { + coord DEF COORD_650 Coordinate { point [ + 0.421 -1.9210001 0.39399998,0.421 -2.0789999 1.5349999, + 0.421 -1.9210001 1.5349999,0.421 -2.0789999 0.39399998, + 0.421 -2.0789999 1.5349999,0.421 -1.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_650 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_657 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_651 Shape { + appearance USE APP_4 + geometry DEF FACE_651 IndexedFaceSet { + coord DEF COORD_651 Coordinate { point [ + 0.421 -2.0789999 0.39399998,0.57899999 -2.0789999 1.5349999, + 0.421 -2.0789999 1.5349999,0.57899999 -2.0789999 0.39399998, + 0.57899999 -2.0789999 1.5349999,0.421 -2.0789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_651 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_658 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_652 Shape { + appearance USE APP_4 + geometry DEF FACE_652 IndexedFaceSet { + coord DEF COORD_652 Coordinate { point [ + 0.57899999 -2.0789999 1.5349999,0.57899999 -1.9210001 0.39399998, + 0.57899999 -1.9210001 1.5349999,0.57899999 -2.0789999 1.5349999, + 0.57899999 -2.0789999 0.39399998,0.57899999 -1.9210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_652 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_659 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_653 Shape { + appearance USE APP_4 + geometry DEF FACE_653 IndexedFaceSet { + coord DEF COORD_653 Coordinate { point [ + -0.079000002 -2.5789999 0.39399998,0.079000002 -2.5789999 1.5349999, + -0.079000002 -2.5789999 1.5349999,0.079000002 -2.5789999 0.39399998, + 0.079000002 -2.5789999 1.5349999,-0.079000002 -2.5789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_653 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_660 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_654 Shape { + appearance USE APP_4 + geometry DEF FACE_654 IndexedFaceSet { + coord DEF COORD_654 Coordinate { point [ + 0.079000002 -2.5789999 1.5349999,0.079000002 -2.4210001 0.39399998, + 0.079000002 -2.4210001 1.5349999,0.079000002 -2.5789999 1.5349999, + 0.079000002 -2.5789999 0.39399998,0.079000002 -2.4210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_654 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_661 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_655 Shape { + appearance USE APP_4 + geometry DEF FACE_655 IndexedFaceSet { + coord DEF COORD_655 Coordinate { point [ + 0.079000002 -2.4210001 1.5349999,-0.079000002 -2.4210001 0.39399998, + -0.079000002 -2.4210001 1.5349999,0.079000002 -2.4210001 1.5349999, + 0.079000002 -2.4210001 0.39399998,-0.079000002 -2.4210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_655 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_662 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_656 Shape { + appearance USE APP_4 + geometry DEF FACE_656 IndexedFaceSet { + coord DEF COORD_656 Coordinate { point [ + -0.079000002 -2.4210001 0.39399998,-0.079000002 -2.5789999 1.5349999, + -0.079000002 -2.4210001 1.5349999,-0.079000002 -2.5789999 0.39399998, + -0.079000002 -2.5789999 1.5349999,-0.079000002 -2.4210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_656 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_663 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_657 Shape { + appearance USE APP_4 + geometry DEF FACE_657 IndexedFaceSet { + coord DEF COORD_657 Coordinate { point [ + 0.57899999 -2.5789999 1.5349999,0.57899999 -2.4210001 0.39399998, + 0.57899999 -2.4210001 1.5349999,0.57899999 -2.5789999 1.5349999, + 0.57899999 -2.5789999 0.39399998,0.57899999 -2.4210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_657 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_664 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_658 Shape { + appearance USE APP_4 + geometry DEF FACE_658 IndexedFaceSet { + coord DEF COORD_658 Coordinate { point [ + 0.57899999 -2.4210001 1.5349999,0.421 -2.4210001 0.39399998, + 0.421 -2.4210001 1.5349999,0.57899999 -2.4210001 1.5349999, + 0.57899999 -2.4210001 0.39399998,0.421 -2.4210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_658 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_665 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_659 Shape { + appearance USE APP_4 + geometry DEF FACE_659 IndexedFaceSet { + coord DEF COORD_659 Coordinate { point [ + 0.421 -2.4210001 0.39399998,0.421 -2.5789999 1.5349999, + 0.421 -2.4210001 1.5349999,0.421 -2.5789999 0.39399998, + 0.421 -2.5789999 1.5349999,0.421 -2.4210001 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_659 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_666 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_660 Shape { + appearance USE APP_4 + geometry DEF FACE_660 IndexedFaceSet { + coord DEF COORD_660 Coordinate { point [ + 0.421 -2.5789999 0.39399998,0.57899999 -2.5789999 1.5349999, + 0.421 -2.5789999 1.5349999,0.57899999 -2.5789999 0.39399998, + 0.57899999 -2.5789999 1.5349999,0.421 -2.5789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_660 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_667 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_661 Shape { + appearance USE APP_4 + geometry DEF FACE_661 IndexedFaceSet { + coord DEF COORD_661 Coordinate { point [ + 0.57899999 -0.079000002 1.5349999,0.57899999 0.079000002 0.39399998, + 0.57899999 0.079000002 1.5349999,0.57899999 -0.079000002 1.5349999, + 0.57899999 -0.079000002 0.39399998,0.57899999 0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_661 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_668 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_662 Shape { + appearance USE APP_4 + geometry DEF FACE_662 IndexedFaceSet { + coord DEF COORD_662 Coordinate { point [ + 0.57899999 0.079000002 1.5349999,0.421 0.079000002 0.39399998, + 0.421 0.079000002 1.5349999,0.57899999 0.079000002 1.5349999, + 0.57899999 0.079000002 0.39399998,0.421 0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_662 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_669 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_663 Shape { + appearance USE APP_4 + geometry DEF FACE_663 IndexedFaceSet { + coord DEF COORD_663 Coordinate { point [ + 0.421 0.079000002 0.39399998,0.421 -0.079000002 1.5349999, + 0.421 0.079000002 1.5349999,0.421 -0.079000002 0.39399998, + 0.421 -0.079000002 1.5349999,0.421 0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_663 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_670 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_664 Shape { + appearance USE APP_4 + geometry DEF FACE_664 IndexedFaceSet { + coord DEF COORD_664 Coordinate { point [ + 0.421 -0.079000002 0.39399998,0.57899999 -0.079000002 1.5349999, + 0.421 -0.079000002 1.5349999,0.57899999 -0.079000002 0.39399998, + 0.57899999 -0.079000002 1.5349999,0.421 -0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_664 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_671 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_665 Shape { + appearance USE APP_4 + geometry DEF FACE_665 IndexedFaceSet { + coord DEF COORD_665 Coordinate { point [ + -0.079000002 -0.079000002 0.39399998,0.079000002 -0.079000002 1.5349999, + -0.079000002 -0.079000002 1.5349999,0.079000002 -0.079000002 0.39399998, + 0.079000002 -0.079000002 1.5349999,-0.079000002 -0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_665 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_672 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_666 Shape { + appearance USE APP_4 + geometry DEF FACE_666 IndexedFaceSet { + coord DEF COORD_666 Coordinate { point [ + 0.079000002 -0.079000002 1.5349999,0.079000002 0.079000002 0.39399998, + 0.079000002 0.079000002 1.5349999,0.079000002 -0.079000002 1.5349999, + 0.079000002 -0.079000002 0.39399998,0.079000002 0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_666 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_673 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_667 Shape { + appearance USE APP_4 + geometry DEF FACE_667 IndexedFaceSet { + coord DEF COORD_667 Coordinate { point [ + 0.079000002 0.079000002 1.5349999,-0.079000002 0.079000002 0.39399998, + -0.079000002 0.079000002 1.5349999,0.079000002 0.079000002 1.5349999, + 0.079000002 0.079000002 0.39399998,-0.079000002 0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_667 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_674 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_668 Shape { + appearance USE APP_4 + geometry DEF FACE_668 IndexedFaceSet { + coord DEF COORD_668 Coordinate { point [ + -0.079000002 0.079000002 0.39399998,-0.079000002 -0.079000002 1.5349999, + -0.079000002 0.079000002 1.5349999,-0.079000002 -0.079000002 0.39399998, + -0.079000002 -0.079000002 1.5349999,-0.079000002 0.079000002 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_668 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_675 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_669 Shape { + appearance USE APP_4 + geometry DEF FACE_669 IndexedFaceSet { + coord DEF COORD_669 Coordinate { point [ + 0.57899999 -0.92099999 1.5349999,0.421 -0.92099999 0.39399998, + 0.421 -0.92099999 1.5349999,0.57899999 -0.92099999 1.5349999, + 0.57899999 -0.92099999 0.39399998,0.421 -0.92099999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_669 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_676 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_670 Shape { + appearance USE APP_4 + geometry DEF FACE_670 IndexedFaceSet { + coord DEF COORD_670 Coordinate { point [ + 0.421 -0.92099999 0.39399998,0.421 -1.079 1.5349999, + 0.421 -0.92099999 1.5349999,0.421 -1.079 0.39399998, + 0.421 -1.079 1.5349999,0.421 -0.92099999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_670 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_677 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_671 Shape { + appearance USE APP_4 + geometry DEF FACE_671 IndexedFaceSet { + coord DEF COORD_671 Coordinate { point [ + 0.421 -1.079 0.39399998,0.57899999 -1.079 1.5349999, + 0.421 -1.079 1.5349999,0.57899999 -1.079 0.39399998, + 0.57899999 -1.079 1.5349999,0.421 -1.079 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_671 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_678 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_672 Shape { + appearance USE APP_4 + geometry DEF FACE_672 IndexedFaceSet { + coord DEF COORD_672 Coordinate { point [ + 0.57899999 -1.079 1.5349999,0.57899999 -0.92099999 0.39399998, + 0.57899999 -0.92099999 1.5349999,0.57899999 -1.079 1.5349999, + 0.57899999 -1.079 0.39399998,0.57899999 -0.92099999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_672 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_679 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_673 Shape { + appearance USE APP_4 + geometry DEF FACE_673 IndexedFaceSet { + coord DEF COORD_673 Coordinate { point [ + 0.079000002 -0.92099999 1.5349999,-0.079000002 -0.92099999 0.39399998, + -0.079000002 -0.92099999 1.5349999,0.079000002 -0.92099999 1.5349999, + 0.079000002 -0.92099999 0.39399998,-0.079000002 -0.92099999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_673 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_680 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_674 Shape { + appearance USE APP_4 + geometry DEF FACE_674 IndexedFaceSet { + coord DEF COORD_674 Coordinate { point [ + -0.079000002 -0.92099999 0.39399998,-0.079000002 -1.079 1.5349999, + -0.079000002 -0.92099999 1.5349999,-0.079000002 -1.079 0.39399998, + -0.079000002 -1.079 1.5349999,-0.079000002 -0.92099999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_674 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_681 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_675 Shape { + appearance USE APP_4 + geometry DEF FACE_675 IndexedFaceSet { + coord DEF COORD_675 Coordinate { point [ + -0.079000002 -1.079 0.39399998,0.079000002 -1.079 1.5349999, + -0.079000002 -1.079 1.5349999,0.079000002 -1.079 0.39399998, + 0.079000002 -1.079 1.5349999,-0.079000002 -1.079 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_675 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_682 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_676 Shape { + appearance USE APP_4 + geometry DEF FACE_676 IndexedFaceSet { + coord DEF COORD_676 Coordinate { point [ + 0.079000002 -1.079 1.5349999,0.079000002 -0.92099999 0.39399998, + 0.079000002 -0.92099999 1.5349999,0.079000002 -1.079 1.5349999, + 0.079000002 -1.079 0.39399998,0.079000002 -0.92099999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_676 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_683 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_677 Shape { + appearance USE APP_4 + geometry DEF FACE_677 IndexedFaceSet { + coord DEF COORD_677 Coordinate { point [ + 0.079000002 -0.421 1.5349999,-0.079000002 -0.421 0.39399998, + -0.079000002 -0.421 1.5349999,0.079000002 -0.421 1.5349999, + 0.079000002 -0.421 0.39399998,-0.079000002 -0.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_677 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_684 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_678 Shape { + appearance USE APP_4 + geometry DEF FACE_678 IndexedFaceSet { + coord DEF COORD_678 Coordinate { point [ + -0.079000002 -0.421 0.39399998,-0.079000002 -0.57899999 1.5349999, + -0.079000002 -0.421 1.5349999,-0.079000002 -0.57899999 0.39399998, + -0.079000002 -0.57899999 1.5349999,-0.079000002 -0.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_678 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_685 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_679 Shape { + appearance USE APP_4 + geometry DEF FACE_679 IndexedFaceSet { + coord DEF COORD_679 Coordinate { point [ + -0.079000002 -0.57899999 0.39399998,0.079000002 -0.57899999 1.5349999, + -0.079000002 -0.57899999 1.5349999,0.079000002 -0.57899999 0.39399998, + 0.079000002 -0.57899999 1.5349999,-0.079000002 -0.57899999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_679 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_686 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_680 Shape { + appearance USE APP_4 + geometry DEF FACE_680 IndexedFaceSet { + coord DEF COORD_680 Coordinate { point [ + 0.079000002 -0.57899999 1.5349999,0.079000002 -0.421 0.39399998, + 0.079000002 -0.421 1.5349999,0.079000002 -0.57899999 1.5349999, + 0.079000002 -0.57899999 0.39399998,0.079000002 -0.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_680 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_687 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_681 Shape { + appearance USE APP_4 + geometry DEF FACE_681 IndexedFaceSet { + coord DEF COORD_681 Coordinate { point [ + 0.57899999 -0.57899999 1.5349999,0.57899999 -0.421 0.39399998, + 0.57899999 -0.421 1.5349999,0.57899999 -0.57899999 1.5349999, + 0.57899999 -0.57899999 0.39399998,0.57899999 -0.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_681 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_688 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_682 Shape { + appearance USE APP_4 + geometry DEF FACE_682 IndexedFaceSet { + coord DEF COORD_682 Coordinate { point [ + 0.57899999 -0.421 1.5349999,0.421 -0.421 0.39399998, + 0.421 -0.421 1.5349999,0.57899999 -0.421 1.5349999, + 0.57899999 -0.421 0.39399998,0.421 -0.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_682 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_689 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_683 Shape { + appearance USE APP_4 + geometry DEF FACE_683 IndexedFaceSet { + coord DEF COORD_683 Coordinate { point [ + 0.421 -0.421 0.39399998,0.421 -0.57899999 1.5349999, + 0.421 -0.421 1.5349999,0.421 -0.57899999 0.39399998, + 0.421 -0.57899999 1.5349999,0.421 -0.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_683 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_690 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_684 Shape { + appearance USE APP_4 + geometry DEF FACE_684 IndexedFaceSet { + coord DEF COORD_684 Coordinate { point [ + 0.421 -0.57899999 0.39399998,0.57899999 -0.57899999 1.5349999, + 0.421 -0.57899999 1.5349999,0.57899999 -0.57899999 0.39399998, + 0.57899999 -0.57899999 1.5349999,0.421 -0.57899999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_684 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_691 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_685 Shape { + appearance USE APP_4 + geometry DEF FACE_685 IndexedFaceSet { + coord DEF COORD_685 Coordinate { point [ + 0.421 -1.5789999 0.39399998,0.57899999 -1.5789999 1.5349999, + 0.421 -1.5789999 1.5349999,0.57899999 -1.5789999 0.39399998, + 0.57899999 -1.5789999 1.5349999,0.421 -1.5789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_685 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_692 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_686 Shape { + appearance USE APP_4 + geometry DEF FACE_686 IndexedFaceSet { + coord DEF COORD_686 Coordinate { point [ + 0.57899999 -1.5789999 1.5349999,0.57899999 -1.421 0.39399998, + 0.57899999 -1.421 1.5349999,0.57899999 -1.5789999 1.5349999, + 0.57899999 -1.5789999 0.39399998,0.57899999 -1.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_686 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_693 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_687 Shape { + appearance USE APP_4 + geometry DEF FACE_687 IndexedFaceSet { + coord DEF COORD_687 Coordinate { point [ + 0.57899999 -1.421 1.5349999,0.421 -1.421 0.39399998, + 0.421 -1.421 1.5349999,0.57899999 -1.421 1.5349999, + 0.57899999 -1.421 0.39399998,0.421 -1.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_687 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_694 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_688 Shape { + appearance USE APP_4 + geometry DEF FACE_688 IndexedFaceSet { + coord DEF COORD_688 Coordinate { point [ + 0.421 -1.421 0.39399998,0.421 -1.5789999 1.5349999, + 0.421 -1.421 1.5349999,0.421 -1.5789999 0.39399998, + 0.421 -1.5789999 1.5349999,0.421 -1.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_688 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_695 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_689 Shape { + appearance USE APP_4 + geometry DEF FACE_689 IndexedFaceSet { + coord DEF COORD_689 Coordinate { point [ + -0.079000002 -1.5789999 0.39399998,0.079000002 -1.5789999 1.5349999, + -0.079000002 -1.5789999 1.5349999,0.079000002 -1.5789999 0.39399998, + 0.079000002 -1.5789999 1.5349999,-0.079000002 -1.5789999 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_689 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_696 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_690 Shape { + appearance USE APP_4 + geometry DEF FACE_690 IndexedFaceSet { + coord DEF COORD_690 Coordinate { point [ + 0.079000002 -1.5789999 1.5349999,0.079000002 -1.421 0.39399998, + 0.079000002 -1.421 1.5349999,0.079000002 -1.5789999 1.5349999, + 0.079000002 -1.5789999 0.39399998,0.079000002 -1.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_690 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_697 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_691 Shape { + appearance USE APP_4 + geometry DEF FACE_691 IndexedFaceSet { + coord DEF COORD_691 Coordinate { point [ + 0.079000002 -1.421 1.5349999,-0.079000002 -1.421 0.39399998, + -0.079000002 -1.421 1.5349999,0.079000002 -1.421 1.5349999, + 0.079000002 -1.421 0.39399998,-0.079000002 -1.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_691 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_698 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_692 Shape { + appearance USE APP_4 + geometry DEF FACE_692 IndexedFaceSet { + coord DEF COORD_692 Coordinate { point [ + -0.079000002 -1.421 0.39399998,-0.079000002 -1.5789999 1.5349999, + -0.079000002 -1.421 1.5349999,-0.079000002 -1.5789999 0.39399998, + -0.079000002 -1.5789999 1.5349999,-0.079000002 -1.421 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_692 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_699 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_693 Shape { + appearance USE APP_4 + geometry DEF FACE_693 IndexedFaceSet { + coord DEF COORD_693 Coordinate { point [ + 0.079000002 -4.4209998 1.5349999,-0.079000002 -4.4209998 0.39399998, + -0.079000002 -4.4209998 1.5349999,0.079000002 -4.4209998 1.5349999, + 0.079000002 -4.4209998 0.39399998,-0.079000002 -4.4209998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_693 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_700 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_694 Shape { + appearance USE APP_4 + geometry DEF FACE_694 IndexedFaceSet { + coord DEF COORD_694 Coordinate { point [ + -0.079000002 -4.4209998 0.39399998,-0.079000002 -4.579 1.5349999, + -0.079000002 -4.4209998 1.5349999,-0.079000002 -4.579 0.39399998, + -0.079000002 -4.579 1.5349999,-0.079000002 -4.4209998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_694 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_701 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_695 Shape { + appearance USE APP_4 + geometry DEF FACE_695 IndexedFaceSet { + coord DEF COORD_695 Coordinate { point [ + -0.079000002 -4.579 0.39399998,0.079000002 -4.579 1.5349999, + -0.079000002 -4.579 1.5349999,0.079000002 -4.579 0.39399998, + 0.079000002 -4.579 1.5349999,-0.079000002 -4.579 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_695 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_702 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_696 Shape { + appearance USE APP_4 + geometry DEF FACE_696 IndexedFaceSet { + coord DEF COORD_696 Coordinate { point [ + 0.079000002 -4.579 1.5349999,0.079000002 -4.4209998 0.39399998, + 0.079000002 -4.4209998 1.5349999,0.079000002 -4.579 1.5349999, + 0.079000002 -4.579 0.39399998,0.079000002 -4.4209998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_696 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_703 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_697 Shape { + appearance USE APP_4 + geometry DEF FACE_697 IndexedFaceSet { + coord DEF COORD_697 Coordinate { point [ + -0.079000002 -4.0789998 0.39399998,0.079000002 -4.0789998 1.5349999, + -0.079000002 -4.0789998 1.5349999,0.079000002 -4.0789998 0.39399998, + 0.079000002 -4.0789998 1.5349999,-0.079000002 -4.0789998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_697 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_704 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_698 Shape { + appearance USE APP_4 + geometry DEF FACE_698 IndexedFaceSet { + coord DEF COORD_698 Coordinate { point [ + 0.079000002 -4.0789998 1.5349999,0.079000002 -3.921 0.39399998, + 0.079000002 -3.921 1.5349999,0.079000002 -4.0789998 1.5349999, + 0.079000002 -4.0789998 0.39399998,0.079000002 -3.921 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_698 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_705 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_699 Shape { + appearance USE APP_4 + geometry DEF FACE_699 IndexedFaceSet { + coord DEF COORD_699 Coordinate { point [ + 0.079000002 -3.921 1.5349999,-0.079000002 -3.921 0.39399998, + -0.079000002 -3.921 1.5349999,0.079000002 -3.921 1.5349999, + 0.079000002 -3.921 0.39399998,-0.079000002 -3.921 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_699 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_706 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_700 Shape { + appearance USE APP_4 + geometry DEF FACE_700 IndexedFaceSet { + coord DEF COORD_700 Coordinate { point [ + -0.079000002 -3.921 0.39399998,-0.079000002 -4.0789998 1.5349999, + -0.079000002 -3.921 1.5349999,-0.079000002 -4.0789998 0.39399998, + -0.079000002 -4.0789998 1.5349999,-0.079000002 -3.921 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_700 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_707 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_701 Shape { + appearance USE APP_4 + geometry DEF FACE_701 IndexedFaceSet { + coord DEF COORD_701 Coordinate { point [ + 0.57899999 -3.921 1.5349999,0.421 -3.921 0.39399998, + 0.421 -3.921 1.5349999,0.57899999 -3.921 1.5349999, + 0.57899999 -3.921 0.39399998,0.421 -3.921 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_701 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_708 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_702 Shape { + appearance USE APP_4 + geometry DEF FACE_702 IndexedFaceSet { + coord DEF COORD_702 Coordinate { point [ + 0.421 -3.921 0.39399998,0.421 -4.0789998 1.5349999, + 0.421 -3.921 1.5349999,0.421 -4.0789998 0.39399998, + 0.421 -4.0789998 1.5349999,0.421 -3.921 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_702 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_709 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_703 Shape { + appearance USE APP_4 + geometry DEF FACE_703 IndexedFaceSet { + coord DEF COORD_703 Coordinate { point [ + 0.421 -4.0789998 0.39399998,0.57899999 -4.0789998 1.5349999, + 0.421 -4.0789998 1.5349999,0.57899999 -4.0789998 0.39399998, + 0.57899999 -4.0789998 1.5349999,0.421 -4.0789998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_703 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_710 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_704 Shape { + appearance USE APP_4 + geometry DEF FACE_704 IndexedFaceSet { + coord DEF COORD_704 Coordinate { point [ + 0.57899999 -4.0789998 1.5349999,0.57899999 -3.921 0.39399998, + 0.57899999 -3.921 1.5349999,0.57899999 -4.0789998 1.5349999, + 0.57899999 -4.0789998 0.39399998,0.57899999 -3.921 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_704 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_711 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_705 Shape { + appearance USE APP_4 + geometry DEF FACE_705 IndexedFaceSet { + coord DEF COORD_705 Coordinate { point [ + 0.57899999 -4.579 1.5349999,0.57899999 -4.4209998 0.39399998, + 0.57899999 -4.4209998 1.5349999,0.57899999 -4.579 1.5349999, + 0.57899999 -4.579 0.39399998,0.57899999 -4.4209998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_705 Normal { vector [ + 1 0 0,1 0 0, + 1 0 0,1 0 0, + 1 0 0,1 0 0] } +} +} +] } +DEF TXFM_712 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_706 Shape { + appearance USE APP_4 + geometry DEF FACE_706 IndexedFaceSet { + coord DEF COORD_706 Coordinate { point [ + 0.57899999 -4.4209998 1.5349999,0.421 -4.4209998 0.39399998, + 0.421 -4.4209998 1.5349999,0.57899999 -4.4209998 1.5349999, + 0.57899999 -4.4209998 0.39399998,0.421 -4.4209998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_706 Normal { vector [ + 0 1 0,0 1 0, + 0 1 0,0 1 0, + 0 1 0,0 1 0] } +} +} +] } +DEF TXFM_713 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_707 Shape { + appearance USE APP_4 + geometry DEF FACE_707 IndexedFaceSet { + coord DEF COORD_707 Coordinate { point [ + 0.421 -4.4209998 0.39399998,0.421 -4.579 1.5349999, + 0.421 -4.4209998 1.5349999,0.421 -4.579 0.39399998, + 0.421 -4.579 1.5349999,0.421 -4.4209998 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_707 Normal { vector [ + -1 0 0,-1 0 0, + -1 0 0,-1 0 0, + -1 0 0,-1 0 0] } +} +} +] } +DEF TXFM_714 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_708 Shape { + appearance USE APP_4 + geometry DEF FACE_708 IndexedFaceSet { + coord DEF COORD_708 Coordinate { point [ + 0.421 -4.579 0.39399998,0.57899999 -4.579 1.5349999, + 0.421 -4.579 1.5349999,0.57899999 -4.579 0.39399998, + 0.57899999 -4.579 1.5349999,0.421 -4.579 0.39399998] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_708 Normal { vector [ + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0, + 0 -1 0,0 -1 0] } +} +} +] } +DEF TXFM_715 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_709 Shape { + appearance USE APP_4 + geometry DEF FACE_709 IndexedFaceSet { + coord DEF COORD_709 Coordinate { point [ + 0.039 -3.4609997 -0.90599999,-0.039 -3.4609997 -0.90599999, + -0.079000002 -3.4209999 -0.86600001,0.039 -3.4609997 -0.90599999, + -0.079000002 -3.4209999 -0.86600001,0.079000002 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_709 Normal { vector [ + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595] } +} +} +] } +DEF TXFM_716 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_710 Shape { + appearance USE APP_4 + geometry DEF FACE_710 IndexedFaceSet { + coord DEF COORD_710 Coordinate { point [ + -0.039 -3.4609997 -0.90599999,-0.039 -3.5390002 -0.90599999, + -0.079000002 -3.579 -0.86600001,-0.039 -3.4609997 -0.90599999, + -0.079000002 -3.579 -0.86600001,-0.079000002 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_710 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_717 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_711 Shape { + appearance USE APP_4 + geometry DEF FACE_711 IndexedFaceSet { + coord DEF COORD_711 Coordinate { point [ + -0.039 -3.5390002 -0.90599999,0.039 -3.5390002 -0.90599999, + -0.079000002 -3.579 -0.86600001,-0.079000002 -3.579 -0.86600001, + 0.039 -3.5390002 -0.90599999,0.079000002 -3.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_711 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710762 -0.70710595,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_718 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_712 Shape { + appearance USE APP_4 + geometry DEF FACE_712 IndexedFaceSet { + coord DEF COORD_712 Coordinate { point [ + 0.039 -3.5390002 -0.90599999,0.039 -3.4609997 -0.90599999, + 0.079000002 -3.579 -0.86600001,0.079000002 -3.579 -0.86600001, + 0.039 -3.4609997 -0.90599999,0.079000002 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_712 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_719 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_713 Shape { + appearance USE APP_4 + geometry DEF FACE_713 IndexedFaceSet { + coord DEF COORD_713 Coordinate { point [ + 0.46099997 -3.5390002 -0.90599999,0.53899997 -3.5390002 -0.90599999, + 0.421 -3.579 -0.86600001,0.421 -3.579 -0.86600001, + 0.53899997 -3.5390002 -0.90599999,0.57899999 -3.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_713 Normal { vector [ + 0 -0.70710765 -0.70710592,0 -0.70710759 -0.70710598, + 0 -0.70710756 -0.70710601,0 -0.70710756 -0.70710601, + 0 -0.70710759 -0.70710598,0 -0.70710753 -0.70710604] } +} +} +] } +DEF TXFM_720 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_714 Shape { + appearance USE APP_4 + geometry DEF FACE_714 IndexedFaceSet { + coord DEF COORD_714 Coordinate { point [ + 0.53899997 -3.5390002 -0.90599999,0.53899997 -3.4609997 -0.90599999, + 0.57899999 -3.579 -0.86600001,0.57899999 -3.579 -0.86600001, + 0.53899997 -3.4609997 -0.90599999,0.57899999 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_714 Normal { vector [ + 0.70710639 0 -0.70710717,0.70710633 0 -0.70710723, + 0.70710633 0 -0.70710723,0.70710633 0 -0.70710723, + 0.70710633 0 -0.70710723,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_721 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_715 Shape { + appearance USE APP_4 + geometry DEF FACE_715 IndexedFaceSet { + coord DEF COORD_715 Coordinate { point [ + 0.53899997 -3.4609997 -0.90599999,0.46099997 -3.4609997 -0.90599999, + 0.421 -3.4209999 -0.86600001,0.53899997 -3.4609997 -0.90599999, + 0.421 -3.4209999 -0.86600001,0.57899999 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_715 Normal { vector [ + 0 0.70710762 -0.70710595,0 0.70710759 -0.70710598, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710765 -0.70710592] } +} +} +] } +DEF TXFM_722 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_716 Shape { + appearance USE APP_4 + geometry DEF FACE_716 IndexedFaceSet { + coord DEF COORD_716 Coordinate { point [ + 0.46099997 -3.4609997 -0.90599999,0.46099997 -3.5390002 -0.90599999, + 0.421 -3.579 -0.86600001,0.46099997 -3.4609997 -0.90599999, + 0.421 -3.579 -0.86600001,0.421 -3.4209999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_716 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_723 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_717 Shape { + appearance USE APP_4 + geometry DEF FACE_717 IndexedFaceSet { + coord DEF COORD_717 Coordinate { point [ + 0.039 -3.039 -0.90599999,0.039 -2.9609999 -0.90599999, + 0.079000002 -3.0789999 -0.86600001,0.079000002 -3.0789999 -0.86600001, + 0.039 -2.9609999 -0.90599999,0.079000002 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_717 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710648 0 -0.70710708, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_724 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_718 Shape { + appearance USE APP_4 + geometry DEF FACE_718 IndexedFaceSet { + coord DEF COORD_718 Coordinate { point [ + 0.039 -2.9609999 -0.90599999,-0.039 -2.9609999 -0.90599999, + -0.079000002 -2.9210001 -0.86600001,0.039 -2.9609999 -0.90599999, + -0.079000002 -2.9210001 -0.86600001,0.079000002 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_718 Normal { vector [ + 0 0.70710765 -0.70710592,0 0.70710765 -0.70710592, + 0 0.70710759 -0.70710598,0 0.70710765 -0.70710592, + 0 0.70710759 -0.70710598,0 0.70710762 -0.70710595] } +} +} +] } +DEF TXFM_725 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_719 Shape { + appearance USE APP_4 + geometry DEF FACE_719 IndexedFaceSet { + coord DEF COORD_719 Coordinate { point [ + -0.039 -2.9609999 -0.90599999,-0.039 -3.039 -0.90599999, + -0.079000002 -3.0789999 -0.86600001,-0.039 -2.9609999 -0.90599999, + -0.079000002 -3.0789999 -0.86600001,-0.079000002 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_719 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705, + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_726 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_720 Shape { + appearance USE APP_4 + geometry DEF FACE_720 IndexedFaceSet { + coord DEF COORD_720 Coordinate { point [ + -0.039 -3.039 -0.90599999,0.039 -3.039 -0.90599999, + -0.079000002 -3.0789999 -0.86600001,-0.079000002 -3.0789999 -0.86600001, + 0.039 -3.039 -0.90599999,0.079000002 -3.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_720 Normal { vector [ + 0 -0.70710756 -0.70710601,0 -0.70710756 -0.70710601, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710756 -0.70710601,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_727 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_721 Shape { + appearance USE APP_4 + geometry DEF FACE_721 IndexedFaceSet { + coord DEF COORD_721 Coordinate { point [ + 0.46099997 -3.039 -0.90599999,0.53899997 -3.039 -0.90599999, + 0.421 -3.0789999 -0.86600001,0.421 -3.0789999 -0.86600001, + 0.53899997 -3.039 -0.90599999,0.57899999 -3.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_721 Normal { vector [ + 0 -0.70710765 -0.70710592,0 -0.70710759 -0.70710598, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710759 -0.70710598,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_728 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_722 Shape { + appearance USE APP_4 + geometry DEF FACE_722 IndexedFaceSet { + coord DEF COORD_722 Coordinate { point [ + 0.53899997 -3.039 -0.90599999,0.53899997 -2.9609999 -0.90599999, + 0.57899999 -3.0789999 -0.86600001,0.57899999 -3.0789999 -0.86600001, + 0.53899997 -2.9609999 -0.90599999,0.57899999 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_722 Normal { vector [ + 0.70710636 0 -0.7071072,0.70710633 0 -0.70710723, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072, + 0.70710633 0 -0.70710723,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_729 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_723 Shape { + appearance USE APP_4 + geometry DEF FACE_723 IndexedFaceSet { + coord DEF COORD_723 Coordinate { point [ + 0.53899997 -2.9609999 -0.90599999,0.46099997 -2.9609999 -0.90599999, + 0.421 -2.9210001 -0.86600001,0.53899997 -2.9609999 -0.90599999, + 0.421 -2.9210001 -0.86600001,0.57899999 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_723 Normal { vector [ + 0 0.70710765 -0.70710592,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710765 -0.70710592, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595] } +} +} +] } +DEF TXFM_730 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_724 Shape { + appearance USE APP_4 + geometry DEF FACE_724 IndexedFaceSet { + coord DEF COORD_724 Coordinate { point [ + 0.46099997 -2.9609999 -0.90599999,0.46099997 -3.039 -0.90599999, + 0.421 -3.0789999 -0.86600001,0.46099997 -2.9609999 -0.90599999, + 0.421 -3.0789999 -0.86600001,0.421 -2.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_724 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_731 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_725 Shape { + appearance USE APP_4 + geometry DEF FACE_725 IndexedFaceSet { + coord DEF COORD_725 Coordinate { point [ + 0.039 -1.9609999 -0.90599999,-0.039 -1.9609999 -0.90599999, + -0.079000002 -1.9210001 -0.86600001,0.039 -1.9609999 -0.90599999, + -0.079000002 -1.9210001 -0.86600001,0.079000002 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_725 Normal { vector [ + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595] } +} +} +] } +DEF TXFM_732 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_726 Shape { + appearance USE APP_4 + geometry DEF FACE_726 IndexedFaceSet { + coord DEF COORD_726 Coordinate { point [ + -0.039 -1.9609999 -0.90599999,-0.039 -2.039 -0.90599999, + -0.079000002 -2.0789999 -0.86600001,-0.039 -1.9609999 -0.90599999, + -0.079000002 -2.0789999 -0.86600001,-0.079000002 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_726 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710645 0 -0.70710711,-0.70710651 0 -0.70710705, + -0.70710645 0 -0.70710711,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_733 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_727 Shape { + appearance USE APP_4 + geometry DEF FACE_727 IndexedFaceSet { + coord DEF COORD_727 Coordinate { point [ + -0.039 -2.039 -0.90599999,0.039 -2.039 -0.90599999, + -0.079000002 -2.0789999 -0.86600001,-0.079000002 -2.0789999 -0.86600001, + 0.039 -2.039 -0.90599999,0.079000002 -2.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_727 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710756 -0.70710601, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710756 -0.70710601,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_734 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_728 Shape { + appearance USE APP_4 + geometry DEF FACE_728 IndexedFaceSet { + coord DEF COORD_728 Coordinate { point [ + 0.039 -2.039 -0.90599999,0.039 -1.9609999 -0.90599999, + 0.079000002 -2.0789999 -0.86600001,0.079000002 -2.0789999 -0.86600001, + 0.039 -1.9609999 -0.90599999,0.079000002 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_728 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_735 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_729 Shape { + appearance USE APP_4 + geometry DEF FACE_729 IndexedFaceSet { + coord DEF COORD_729 Coordinate { point [ + 0.53899997 -1.9609999 -0.90599999,0.46099997 -1.9609999 -0.90599999, + 0.421 -1.9210001 -0.86600001,0.53899997 -1.9609999 -0.90599999, + 0.421 -1.9210001 -0.86600001,0.57899999 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_729 Normal { vector [ + 0 0.70710765 -0.70710592,0 0.70710762 -0.70710595, + 0 0.70710765 -0.70710592,0 0.70710765 -0.70710592, + 0 0.70710765 -0.70710592,0 0.70710762 -0.70710595] } +} +} +] } +DEF TXFM_736 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_730 Shape { + appearance USE APP_4 + geometry DEF FACE_730 IndexedFaceSet { + coord DEF COORD_730 Coordinate { point [ + 0.46099997 -1.9609999 -0.90599999,0.46099997 -2.039 -0.90599999, + 0.421 -2.0789999 -0.86600001,0.46099997 -1.9609999 -0.90599999, + 0.421 -2.0789999 -0.86600001,0.421 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_730 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_737 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_731 Shape { + appearance USE APP_4 + geometry DEF FACE_731 IndexedFaceSet { + coord DEF COORD_731 Coordinate { point [ + 0.46099997 -2.039 -0.90599999,0.53899997 -2.039 -0.90599999, + 0.421 -2.0789999 -0.86600001,0.421 -2.0789999 -0.86600001, + 0.53899997 -2.039 -0.90599999,0.57899999 -2.0789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_731 Normal { vector [ + 0 -0.70710759 -0.70710598,0 -0.70710762 -0.70710595, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710762 -0.70710595,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_738 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_732 Shape { + appearance USE APP_4 + geometry DEF FACE_732 IndexedFaceSet { + coord DEF COORD_732 Coordinate { point [ + 0.53899997 -2.039 -0.90599999,0.53899997 -1.9609999 -0.90599999, + 0.57899999 -2.0789999 -0.86600001,0.57899999 -2.0789999 -0.86600001, + 0.53899997 -1.9609999 -0.90599999,0.57899999 -1.9210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_732 Normal { vector [ + 0.70710633 0 -0.70710723,0.70710639 0 -0.70710717, + 0.70710639 0 -0.70710717,0.70710639 0 -0.70710717, + 0.70710639 0 -0.70710717,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_739 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_733 Shape { + appearance USE APP_4 + geometry DEF FACE_733 IndexedFaceSet { + coord DEF COORD_733 Coordinate { point [ + -0.039 -2.539 -0.90599999,0.039 -2.539 -0.90599999, + -0.079000002 -2.5789999 -0.86600001,-0.079000002 -2.5789999 -0.86600001, + 0.039 -2.539 -0.90599999,0.079000002 -2.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_733 Normal { vector [ + 0 -0.70710759 -0.70710598,0 -0.70710756 -0.70710601, + 0 -0.70710759 -0.70710598,0 -0.70710759 -0.70710598, + 0 -0.70710756 -0.70710601,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_740 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_734 Shape { + appearance USE APP_4 + geometry DEF FACE_734 IndexedFaceSet { + coord DEF COORD_734 Coordinate { point [ + 0.039 -2.539 -0.90599999,0.039 -2.4609999 -0.90599999, + 0.079000002 -2.5789999 -0.86600001,0.079000002 -2.5789999 -0.86600001, + 0.039 -2.4609999 -0.90599999,0.079000002 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_734 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_741 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_735 Shape { + appearance USE APP_4 + geometry DEF FACE_735 IndexedFaceSet { + coord DEF COORD_735 Coordinate { point [ + 0.039 -2.4609999 -0.90599999,-0.039 -2.4609999 -0.90599999, + -0.079000002 -2.4210001 -0.86600001,0.039 -2.4609999 -0.90599999, + -0.079000002 -2.4210001 -0.86600001,0.079000002 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_735 Normal { vector [ + 0 0.70710765 -0.70710592,0 0.70710762 -0.70710595, + 0 0.70710759 -0.70710598,0 0.70710765 -0.70710592, + 0 0.70710759 -0.70710598,0 0.70710765 -0.70710592] } +} +} +] } +DEF TXFM_742 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_736 Shape { + appearance USE APP_4 + geometry DEF FACE_736 IndexedFaceSet { + coord DEF COORD_736 Coordinate { point [ + -0.039 -2.4609999 -0.90599999,-0.039 -2.539 -0.90599999, + -0.079000002 -2.5789999 -0.86600001,-0.039 -2.4609999 -0.90599999, + -0.079000002 -2.5789999 -0.86600001,-0.079000002 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_736 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_743 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_737 Shape { + appearance USE APP_4 + geometry DEF FACE_737 IndexedFaceSet { + coord DEF COORD_737 Coordinate { point [ + 0.53899997 -2.539 -0.90599999,0.53899997 -2.4609999 -0.90599999, + 0.57899999 -2.5789999 -0.86600001,0.57899999 -2.5789999 -0.86600001, + 0.53899997 -2.4609999 -0.90599999,0.57899999 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_737 Normal { vector [ + 0.70710639 0 -0.70710717,0.70710633 0 -0.70710723, + 0.70710633 0 -0.70710723,0.70710633 0 -0.70710723, + 0.70710633 0 -0.70710723,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_744 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_738 Shape { + appearance USE APP_4 + geometry DEF FACE_738 IndexedFaceSet { + coord DEF COORD_738 Coordinate { point [ + 0.53899997 -2.4609999 -0.90599999,0.46099997 -2.4609999 -0.90599999, + 0.421 -2.4210001 -0.86600001,0.53899997 -2.4609999 -0.90599999, + 0.421 -2.4210001 -0.86600001,0.57899999 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_738 Normal { vector [ + 0 0.70710762 -0.70710595,0 0.70710765 -0.70710592, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_745 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_739 Shape { + appearance USE APP_4 + geometry DEF FACE_739 IndexedFaceSet { + coord DEF COORD_739 Coordinate { point [ + 0.46099997 -2.4609999 -0.90599999,0.46099997 -2.539 -0.90599999, + 0.421 -2.5789999 -0.86600001,0.46099997 -2.4609999 -0.90599999, + 0.421 -2.5789999 -0.86600001,0.421 -2.4210001 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_739 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_746 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_740 Shape { + appearance USE APP_4 + geometry DEF FACE_740 IndexedFaceSet { + coord DEF COORD_740 Coordinate { point [ + 0.46099997 -2.539 -0.90599999,0.53899997 -2.539 -0.90599999, + 0.421 -2.5789999 -0.86600001,0.421 -2.5789999 -0.86600001, + 0.53899997 -2.539 -0.90599999,0.57899999 -2.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_740 Normal { vector [ + 0 -0.70710765 -0.70710592,0 -0.70710759 -0.70710598, + 0 -0.70710759 -0.70710598,0 -0.70710759 -0.70710598, + 0 -0.70710759 -0.70710598,0 -0.70710753 -0.70710604] } +} +} +] } +DEF TXFM_747 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_741 Shape { + appearance USE APP_4 + geometry DEF FACE_741 IndexedFaceSet { + coord DEF COORD_741 Coordinate { point [ + 0.53899997 -0.039 -0.90599999,0.53899997 0.039 -0.90599999, + 0.57899999 -0.079000002 -0.86600001,0.57899999 -0.079000002 -0.86600001, + 0.53899997 0.039 -0.90599999,0.57899999 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_741 Normal { vector [ + 0.70710636 0 -0.7071072,0.70710633 0 -0.70710723, + 0.7071063 0 -0.70710726,0.7071063 0 -0.70710726, + 0.70710633 0 -0.70710723,0.7071063 0 -0.70710726] } +} +} +] } +DEF TXFM_748 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_742 Shape { + appearance USE APP_4 + geometry DEF FACE_742 IndexedFaceSet { + coord DEF COORD_742 Coordinate { point [ + 0.53899997 0.039 -0.90599999,0.46099997 0.039 -0.90599999, + 0.421 0.079000002 -0.86600001,0.53899997 0.039 -0.90599999, + 0.421 0.079000002 -0.86600001,0.57899999 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_742 Normal { vector [ + 0 0.70710651 -0.70710705,0 0.70710651 -0.70710705, + 0 0.70710657 -0.70710699,0 0.70710651 -0.70710705, + 0 0.70710657 -0.70710699,0 0.70710654 -0.70710702] } +} +} +] } +DEF TXFM_749 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_743 Shape { + appearance USE APP_4 + geometry DEF FACE_743 IndexedFaceSet { + coord DEF COORD_743 Coordinate { point [ + 0.46099997 0.039 -0.90599999,0.46099997 -0.039 -0.90599999, + 0.421 -0.079000002 -0.86600001,0.46099997 0.039 -0.90599999, + 0.421 -0.079000002 -0.86600001,0.421 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_743 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_750 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_744 Shape { + appearance USE APP_4 + geometry DEF FACE_744 IndexedFaceSet { + coord DEF COORD_744 Coordinate { point [ + 0.46099997 -0.039 -0.90599999,0.53899997 -0.039 -0.90599999, + 0.421 -0.079000002 -0.86600001,0.421 -0.079000002 -0.86600001, + 0.53899997 -0.039 -0.90599999,0.57899999 -0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_744 Normal { vector [ + 0 -0.70710651 -0.70710705,0 -0.70710654 -0.70710702, + 0 -0.70710654 -0.70710702,0 -0.70710654 -0.70710702, + 0 -0.70710654 -0.70710702,0 -0.70710657 -0.70710699] } +} +} +] } +DEF TXFM_751 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_745 Shape { + appearance USE APP_4 + geometry DEF FACE_745 IndexedFaceSet { + coord DEF COORD_745 Coordinate { point [ + -0.039 -0.039 -0.90599999,0.039 -0.039 -0.90599999, + -0.079000002 -0.079000002 -0.86600001,-0.079000002 -0.079000002 -0.86600001, + 0.039 -0.039 -0.90599999,0.079000002 -0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_745 Normal { vector [ + 0 -0.70710648 -0.70710708,0 -0.70710651 -0.70710705, + 0 -0.70710654 -0.70710702,0 -0.70710654 -0.70710702, + 0 -0.70710651 -0.70710705,0 -0.70710651 -0.70710705] } +} +} +] } +DEF TXFM_752 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_746 Shape { + appearance USE APP_4 + geometry DEF FACE_746 IndexedFaceSet { + coord DEF COORD_746 Coordinate { point [ + 0.039 -0.039 -0.90599999,0.039 0.039 -0.90599999, + 0.079000002 -0.079000002 -0.86600001,0.079000002 -0.079000002 -0.86600001, + 0.039 0.039 -0.90599999,0.079000002 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_746 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_753 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_747 Shape { + appearance USE APP_4 + geometry DEF FACE_747 IndexedFaceSet { + coord DEF COORD_747 Coordinate { point [ + 0.039 0.039 -0.90599999,-0.039 0.039 -0.90599999, + -0.079000002 0.079000002 -0.86600001,0.039 0.039 -0.90599999, + -0.079000002 0.079000002 -0.86600001,0.079000002 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_747 Normal { vector [ + 0 0.70710648 -0.70710708,0 0.70710654 -0.70710702, + 0 0.70710651 -0.70710705,0 0.70710648 -0.70710708, + 0 0.70710651 -0.70710705,0 0.70710651 -0.70710705] } +} +} +] } +DEF TXFM_754 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_748 Shape { + appearance USE APP_4 + geometry DEF FACE_748 IndexedFaceSet { + coord DEF COORD_748 Coordinate { point [ + -0.039 0.039 -0.90599999,-0.039 -0.039 -0.90599999, + -0.079000002 -0.079000002 -0.86600001,-0.039 0.039 -0.90599999, + -0.079000002 -0.079000002 -0.86600001,-0.079000002 0.079000002 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_748 Normal { vector [ + -0.70710648 0 -0.70710708,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_755 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_749 Shape { + appearance USE APP_4 + geometry DEF FACE_749 IndexedFaceSet { + coord DEF COORD_749 Coordinate { point [ + 0.53899997 -0.96100006 -0.90599999,0.46099997 -0.96100006 -0.90599999, + 0.421 -0.92099999 -0.86600001,0.53899997 -0.96100006 -0.90599999, + 0.421 -0.92099999 -0.86600001,0.57899999 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_749 Normal { vector [ + 0 0.70710601 -0.70710756,0 0.70710601 -0.70710756, + 0 0.70710598 -0.70710759,0 0.70710601 -0.70710756, + 0 0.70710598 -0.70710759,0 0.70710598 -0.70710759] } +} +} +] } +DEF TXFM_756 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_750 Shape { + appearance USE APP_4 + geometry DEF FACE_750 IndexedFaceSet { + coord DEF COORD_750 Coordinate { point [ + 0.46099997 -0.96100006 -0.90599999,0.46099997 -1.039 -0.90599999, + 0.421 -1.079 -0.86600001,0.46099997 -0.96100006 -0.90599999, + 0.421 -1.079 -0.86600001,0.421 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_750 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_757 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_751 Shape { + appearance USE APP_4 + geometry DEF FACE_751 IndexedFaceSet { + coord DEF COORD_751 Coordinate { point [ + 0.46099997 -1.039 -0.90599999,0.53899997 -1.039 -0.90599999, + 0.421 -1.079 -0.86600001,0.421 -1.079 -0.86600001, + 0.53899997 -1.039 -0.90599999,0.57899999 -1.079 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_751 Normal { vector [ + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_758 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_752 Shape { + appearance USE APP_4 + geometry DEF FACE_752 IndexedFaceSet { + coord DEF COORD_752 Coordinate { point [ + 0.53899997 -1.039 -0.90599999,0.53899997 -0.96100006 -0.90599999, + 0.57899999 -1.079 -0.86600001,0.57899999 -1.079 -0.86600001, + 0.53899997 -0.96100006 -0.90599999,0.57899999 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_752 Normal { vector [ + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_759 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_753 Shape { + appearance USE APP_4 + geometry DEF FACE_753 IndexedFaceSet { + coord DEF COORD_753 Coordinate { point [ + 0.039 -0.96100006 -0.90599999,-0.039 -0.96100006 -0.90599999, + -0.079000002 -0.92099999 -0.86600001,0.039 -0.96100006 -0.90599999, + -0.079000002 -0.92099999 -0.86600001,0.079000002 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_753 Normal { vector [ + 0 0.70710598 -0.70710759,0 0.70710595 -0.70710762, + 0 0.70710598 -0.70710759,0 0.70710598 -0.70710759, + 0 0.70710598 -0.70710759,0 0.70710598 -0.70710759] } +} +} +] } +DEF TXFM_760 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_754 Shape { + appearance USE APP_4 + geometry DEF FACE_754 IndexedFaceSet { + coord DEF COORD_754 Coordinate { point [ + -0.039 -0.96100006 -0.90599999,-0.039 -1.039 -0.90599999, + -0.079000002 -1.079 -0.86600001,-0.039 -0.96100006 -0.90599999, + -0.079000002 -1.079 -0.86600001,-0.079000002 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_754 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_761 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_755 Shape { + appearance USE APP_4 + geometry DEF FACE_755 IndexedFaceSet { + coord DEF COORD_755 Coordinate { point [ + -0.039 -1.039 -0.90599999,0.039 -1.039 -0.90599999, + -0.079000002 -1.079 -0.86600001,-0.079000002 -1.079 -0.86600001, + 0.039 -1.039 -0.90599999,0.079000002 -1.079 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_755 Normal { vector [ + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678, + 0 -0.70710678 -0.70710678,0 -0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_762 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_756 Shape { + appearance USE APP_4 + geometry DEF FACE_756 IndexedFaceSet { + coord DEF COORD_756 Coordinate { point [ + 0.039 -1.039 -0.90599999,0.039 -0.96100006 -0.90599999, + 0.079000002 -1.079 -0.86600001,0.079000002 -1.079 -0.86600001, + 0.039 -0.96100006 -0.90599999,0.079000002 -0.92099999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_756 Normal { vector [ + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_763 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_757 Shape { + appearance USE APP_4 + geometry DEF FACE_757 IndexedFaceSet { + coord DEF COORD_757 Coordinate { point [ + 0.039 -0.46099997 -0.90599999,-0.039 -0.46099997 -0.90599999, + -0.079000002 -0.421 -0.86600001,0.039 -0.46099997 -0.90599999, + -0.079000002 -0.421 -0.86600001,0.079000002 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_757 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_764 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_758 Shape { + appearance USE APP_4 + geometry DEF FACE_758 IndexedFaceSet { + coord DEF COORD_758 Coordinate { point [ + -0.039 -0.46099997 -0.90599999,-0.039 -0.53899997 -0.90599999, + -0.079000002 -0.57899999 -0.86600001,-0.039 -0.46099997 -0.90599999, + -0.079000002 -0.57899999 -0.86600001,-0.079000002 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_758 Normal { vector [ + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708, + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702] } +} +} +] } +DEF TXFM_765 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_759 Shape { + appearance USE APP_4 + geometry DEF FACE_759 IndexedFaceSet { + coord DEF COORD_759 Coordinate { point [ + -0.039 -0.53899997 -0.90599999,0.039 -0.53899997 -0.90599999, + -0.079000002 -0.57899999 -0.86600001,-0.079000002 -0.57899999 -0.86600001, + 0.039 -0.53899997 -0.90599999,0.079000002 -0.57899999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_759 Normal { vector [ + 0 -0.70710636 -0.7071072,0 -0.70710633 -0.70710723, + 0 -0.7071063 -0.70710726,0 -0.7071063 -0.70710726, + 0 -0.70710633 -0.70710723,0 -0.7071063 -0.70710726] } +} +} +] } +DEF TXFM_766 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_760 Shape { + appearance USE APP_4 + geometry DEF FACE_760 IndexedFaceSet { + coord DEF COORD_760 Coordinate { point [ + 0.039 -0.53899997 -0.90599999,0.039 -0.46099997 -0.90599999, + 0.079000002 -0.57899999 -0.86600001,0.079000002 -0.57899999 -0.86600001, + 0.039 -0.46099997 -0.90599999,0.079000002 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_760 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702, + 0.70710651 0 -0.70710705,0.70710651 0 -0.70710705, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_767 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_761 Shape { + appearance USE APP_4 + geometry DEF FACE_761 IndexedFaceSet { + coord DEF COORD_761 Coordinate { point [ + 0.53899997 -0.53899997 -0.90599999,0.53899997 -0.46099997 -0.90599999, + 0.57899999 -0.57899999 -0.86600001,0.57899999 -0.57899999 -0.86600001, + 0.53899997 -0.46099997 -0.90599999,0.57899999 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_761 Normal { vector [ + 0.70710639 0 -0.70710717,0.70710633 0 -0.70710723, + 0.70710639 0 -0.70710717,0.70710639 0 -0.70710717, + 0.70710633 0 -0.70710723,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_768 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_762 Shape { + appearance USE APP_4 + geometry DEF FACE_762 IndexedFaceSet { + coord DEF COORD_762 Coordinate { point [ + 0.53899997 -0.46099997 -0.90599999,0.46099997 -0.46099997 -0.90599999, + 0.421 -0.421 -0.86600001,0.53899997 -0.46099997 -0.90599999, + 0.421 -0.421 -0.86600001,0.57899999 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_762 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_769 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_763 Shape { + appearance USE APP_4 + geometry DEF FACE_763 IndexedFaceSet { + coord DEF COORD_763 Coordinate { point [ + 0.46099997 -0.46099997 -0.90599999,0.46099997 -0.53899997 -0.90599999, + 0.421 -0.57899999 -0.86600001,0.46099997 -0.46099997 -0.90599999, + 0.421 -0.57899999 -0.86600001,0.421 -0.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_763 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_770 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_764 Shape { + appearance USE APP_4 + geometry DEF FACE_764 IndexedFaceSet { + coord DEF COORD_764 Coordinate { point [ + 0.46099997 -0.53899997 -0.90599999,0.53899997 -0.53899997 -0.90599999, + 0.421 -0.57899999 -0.86600001,0.421 -0.57899999 -0.86600001, + 0.53899997 -0.53899997 -0.90599999,0.57899999 -0.57899999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_764 Normal { vector [ + 0 -0.70710636 -0.7071072,0 -0.70710636 -0.7071072, + 0 -0.70710636 -0.7071072,0 -0.70710636 -0.7071072, + 0 -0.70710636 -0.7071072,0 -0.70710639 -0.70710717] } +} +} +] } +DEF TXFM_771 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_765 Shape { + appearance USE APP_4 + geometry DEF FACE_765 IndexedFaceSet { + coord DEF COORD_765 Coordinate { point [ + 0.46099997 -1.539 -0.90599999,0.53899997 -1.539 -0.90599999, + 0.421 -1.5789999 -0.86600001,0.421 -1.5789999 -0.86600001, + 0.53899997 -1.539 -0.90599999,0.57899999 -1.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_765 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710756 -0.70710601, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710756 -0.70710601,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_772 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_766 Shape { + appearance USE APP_4 + geometry DEF FACE_766 IndexedFaceSet { + coord DEF COORD_766 Coordinate { point [ + 0.53899997 -1.539 -0.90599999,0.53899997 -1.461 -0.90599999, + 0.57899999 -1.5789999 -0.86600001,0.57899999 -1.5789999 -0.86600001, + 0.53899997 -1.461 -0.90599999,0.57899999 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_766 Normal { vector [ + 0.70710633 0 -0.70710723,0.70710636 0 -0.7071072, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_773 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_767 Shape { + appearance USE APP_4 + geometry DEF FACE_767 IndexedFaceSet { + coord DEF COORD_767 Coordinate { point [ + 0.53899997 -1.461 -0.90599999,0.46099997 -1.461 -0.90599999, + 0.421 -1.421 -0.86600001,0.53899997 -1.461 -0.90599999, + 0.421 -1.421 -0.86600001,0.57899999 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_767 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_774 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_768 Shape { + appearance USE APP_4 + geometry DEF FACE_768 IndexedFaceSet { + coord DEF COORD_768 Coordinate { point [ + 0.46099997 -1.461 -0.90599999,0.46099997 -1.539 -0.90599999, + 0.421 -1.5789999 -0.86600001,0.46099997 -1.461 -0.90599999, + 0.421 -1.5789999 -0.86600001,0.421 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_768 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_775 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_769 Shape { + appearance USE APP_4 + geometry DEF FACE_769 IndexedFaceSet { + coord DEF COORD_769 Coordinate { point [ + -0.039 -1.539 -0.90599999,0.039 -1.539 -0.90599999, + -0.079000002 -1.5789999 -0.86600001,-0.079000002 -1.5789999 -0.86600001, + 0.039 -1.539 -0.90599999,0.079000002 -1.5789999 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_769 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710756 -0.70710601, + 0 -0.70710756 -0.70710601,0 -0.70710756 -0.70710601, + 0 -0.70710756 -0.70710601,0 -0.70710765 -0.70710592] } +} +} +] } +DEF TXFM_776 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_770 Shape { + appearance USE APP_4 + geometry DEF FACE_770 IndexedFaceSet { + coord DEF COORD_770 Coordinate { point [ + 0.039 -1.539 -0.90599999,0.039 -1.461 -0.90599999, + 0.079000002 -1.5789999 -0.86600001,0.079000002 -1.5789999 -0.86600001, + 0.039 -1.461 -0.90599999,0.079000002 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_770 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710654 0 -0.70710702, + 0.70710654 0 -0.70710702,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_777 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_771 Shape { + appearance USE APP_4 + geometry DEF FACE_771 IndexedFaceSet { + coord DEF COORD_771 Coordinate { point [ + 0.039 -1.461 -0.90599999,-0.039 -1.461 -0.90599999, + -0.079000002 -1.421 -0.86600001,0.039 -1.461 -0.90599999, + -0.079000002 -1.421 -0.86600001,0.079000002 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_771 Normal { vector [ + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678, + 0 0.70710678 -0.70710678,0 0.70710678 -0.70710678] } +} +} +] } +DEF TXFM_778 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_772 Shape { + appearance USE APP_4 + geometry DEF FACE_772 IndexedFaceSet { + coord DEF COORD_772 Coordinate { point [ + -0.039 -1.461 -0.90599999,-0.039 -1.539 -0.90599999, + -0.079000002 -1.5789999 -0.86600001,-0.039 -1.461 -0.90599999, + -0.079000002 -1.5789999 -0.86600001,-0.079000002 -1.421 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_772 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710648 0 -0.70710708] } +} +} +] } +DEF TXFM_779 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_773 Shape { + appearance USE APP_4 + geometry DEF FACE_773 IndexedFaceSet { + coord DEF COORD_773 Coordinate { point [ + 0.039 -4.4609997 -0.90599999,-0.039 -4.4609997 -0.90599999, + -0.079000002 -4.4209998 -0.86600001,0.039 -4.4609997 -0.90599999, + -0.079000002 -4.4209998 -0.86600001,0.079000002 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_773 Normal { vector [ + 0 0.70710756 -0.70710601,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710756 -0.70710601, + 0 0.70710762 -0.70710595,0 0.70710765 -0.70710592] } +} +} +] } +DEF TXFM_780 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_774 Shape { + appearance USE APP_4 + geometry DEF FACE_774 IndexedFaceSet { + coord DEF COORD_774 Coordinate { point [ + -0.039 -4.4609997 -0.90599999,-0.039 -4.5390001 -0.90599999, + -0.079000002 -4.579 -0.86600001,-0.039 -4.4609997 -0.90599999, + -0.079000002 -4.579 -0.86600001,-0.079000002 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_774 Normal { vector [ + -0.70710654 0 -0.70710702,-0.70710651 0 -0.70710705, + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710651 0 -0.70710705,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_781 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_775 Shape { + appearance USE APP_4 + geometry DEF FACE_775 IndexedFaceSet { + coord DEF COORD_775 Coordinate { point [ + -0.039 -4.5390001 -0.90599999,0.039 -4.5390001 -0.90599999, + -0.079000002 -4.579 -0.86600001,-0.079000002 -4.579 -0.86600001, + 0.039 -4.5390001 -0.90599999,0.079000002 -4.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_775 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710762 -0.70710595,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_782 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_776 Shape { + appearance USE APP_4 + geometry DEF FACE_776 IndexedFaceSet { + coord DEF COORD_776 Coordinate { point [ + 0.039 -4.5390001 -0.90599999,0.039 -4.4609997 -0.90599999, + 0.079000002 -4.579 -0.86600001,0.079000002 -4.579 -0.86600001, + 0.039 -4.4609997 -0.90599999,0.079000002 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_776 Normal { vector [ + 0.70710648 0 -0.70710708,0.70710648 0 -0.70710708, + 0.70710657 0 -0.70710699,0.70710657 0 -0.70710699, + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_783 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_777 Shape { + appearance USE APP_4 + geometry DEF FACE_777 IndexedFaceSet { + coord DEF COORD_777 Coordinate { point [ + -0.039 -4.039 -0.90599999,0.039 -4.039 -0.90599999, + -0.079000002 -4.0789998 -0.86600001,-0.079000002 -4.0789998 -0.86600001, + 0.039 -4.039 -0.90599999,0.079000002 -4.0789998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_777 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710756 -0.70710601, + 0 -0.70710759 -0.70710598,0 -0.70710759 -0.70710598, + 0 -0.70710756 -0.70710601,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_784 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_778 Shape { + appearance USE APP_4 + geometry DEF FACE_778 IndexedFaceSet { + coord DEF COORD_778 Coordinate { point [ + 0.039 -4.039 -0.90599999,0.039 -3.9609999 -0.90599999, + 0.079000002 -4.0789998 -0.86600001,0.079000002 -4.0789998 -0.86600001, + 0.039 -3.9609999 -0.90599999,0.079000002 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_778 Normal { vector [ + 0.70710651 0 -0.70710705,0.70710648 0 -0.70710708, + 0.70710648 0 -0.70710708,0.70710648 0 -0.70710708, + 0.70710648 0 -0.70710708,0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_785 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_779 Shape { + appearance USE APP_4 + geometry DEF FACE_779 IndexedFaceSet { + coord DEF COORD_779 Coordinate { point [ + 0.039 -3.9609999 -0.90599999,-0.039 -3.9609999 -0.90599999, + -0.079000002 -3.921 -0.86600001,0.039 -3.9609999 -0.90599999, + -0.079000002 -3.921 -0.86600001,0.079000002 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_779 Normal { vector [ + 0 0.70710762 -0.70710595,0 0.70710759 -0.70710598, + 0 0.70710759 -0.70710598,0 0.70710762 -0.70710595, + 0 0.70710759 -0.70710598,0 0.70710762 -0.70710595] } +} +} +] } +DEF TXFM_786 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_780 Shape { + appearance USE APP_4 + geometry DEF FACE_780 IndexedFaceSet { + coord DEF COORD_780 Coordinate { point [ + -0.039 -3.9609999 -0.90599999,-0.039 -4.039 -0.90599999, + -0.079000002 -4.0789998 -0.86600001,-0.039 -3.9609999 -0.90599999, + -0.079000002 -4.0789998 -0.86600001,-0.079000002 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_780 Normal { vector [ + -0.70710651 0 -0.70710705,-0.70710654 0 -0.70710702, + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705, + -0.70710648 0 -0.70710708,-0.70710651 0 -0.70710705] } +} +} +] } +DEF TXFM_787 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_781 Shape { + appearance USE APP_4 + geometry DEF FACE_781 IndexedFaceSet { + coord DEF COORD_781 Coordinate { point [ + 0.53899997 -3.9609999 -0.90599999,0.46099997 -3.9609999 -0.90599999, + 0.421 -3.921 -0.86600001,0.53899997 -3.9609999 -0.90599999, + 0.421 -3.921 -0.86600001,0.57899999 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_781 Normal { vector [ + 0 0.70710765 -0.70710592,0 0.70710759 -0.70710598, + 0 0.70710756 -0.70710601,0 0.70710765 -0.70710592, + 0 0.70710756 -0.70710601,0 0.70710765 -0.70710592] } +} +} +] } +DEF TXFM_788 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_782 Shape { + appearance USE APP_4 + geometry DEF FACE_782 IndexedFaceSet { + coord DEF COORD_782 Coordinate { point [ + 0.46099997 -3.9609999 -0.90599999,0.46099997 -4.039 -0.90599999, + 0.421 -4.0789998 -0.86600001,0.46099997 -3.9609999 -0.90599999, + 0.421 -4.0789998 -0.86600001,0.421 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_782 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_789 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_783 Shape { + appearance USE APP_4 + geometry DEF FACE_783 IndexedFaceSet { + coord DEF COORD_783 Coordinate { point [ + 0.46099997 -4.039 -0.90599999,0.53899997 -4.039 -0.90599999, + 0.421 -4.0789998 -0.86600001,0.421 -4.0789998 -0.86600001, + 0.53899997 -4.039 -0.90599999,0.57899999 -4.0789998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_783 Normal { vector [ + 0 -0.70710762 -0.70710595,0 -0.70710756 -0.70710601, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710756 -0.70710601,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_790 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_784 Shape { + appearance USE APP_4 + geometry DEF FACE_784 IndexedFaceSet { + coord DEF COORD_784 Coordinate { point [ + 0.53899997 -4.039 -0.90599999,0.53899997 -3.9609999 -0.90599999, + 0.57899999 -4.0789998 -0.86600001,0.57899999 -4.0789998 -0.86600001, + 0.53899997 -3.9609999 -0.90599999,0.57899999 -3.921 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_784 Normal { vector [ + 0.70710636 0 -0.7071072,0.70710639 0 -0.70710717, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072, + 0.70710639 0 -0.70710717,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_791 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_785 Shape { + appearance USE APP_4 + geometry DEF FACE_785 IndexedFaceSet { + coord DEF COORD_785 Coordinate { point [ + 0.53899997 -4.5390001 -0.90599999,0.53899997 -4.4609997 -0.90599999, + 0.57899999 -4.579 -0.86600001,0.57899999 -4.579 -0.86600001, + 0.53899997 -4.4609997 -0.90599999,0.57899999 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_785 Normal { vector [ + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072, + 0.70710633 0 -0.70710723,0.70710633 0 -0.70710723, + 0.70710636 0 -0.7071072,0.70710636 0 -0.7071072] } +} +} +] } +DEF TXFM_792 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_786 Shape { + appearance USE APP_4 + geometry DEF FACE_786 IndexedFaceSet { + coord DEF COORD_786 Coordinate { point [ + 0.53899997 -4.4609997 -0.90599999,0.46099997 -4.4609997 -0.90599999, + 0.421 -4.4209998 -0.86600001,0.53899997 -4.4609997 -0.90599999, + 0.421 -4.4209998 -0.86600001,0.57899999 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_786 Normal { vector [ + 0 0.70710762 -0.70710595,0 0.70710759 -0.70710598, + 0 0.70710762 -0.70710595,0 0.70710762 -0.70710595, + 0 0.70710762 -0.70710595,0 0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_793 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_787 Shape { + appearance USE APP_4 + geometry DEF FACE_787 IndexedFaceSet { + coord DEF COORD_787 Coordinate { point [ + 0.46099997 -4.4609997 -0.90599999,0.46099997 -4.5390001 -0.90599999, + 0.421 -4.579 -0.86600001,0.46099997 -4.4609997 -0.90599999, + 0.421 -4.579 -0.86600001,0.421 -4.4209998 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_787 Normal { vector [ + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678, + -0.70710678 0 -0.70710678,-0.70710678 0 -0.70710678] } +} +} +] } +DEF TXFM_794 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_788 Shape { + appearance USE APP_4 + geometry DEF FACE_788 IndexedFaceSet { + coord DEF COORD_788 Coordinate { point [ + 0.46099997 -4.5390001 -0.90599999,0.53899997 -4.5390001 -0.90599999, + 0.421 -4.579 -0.86600001,0.421 -4.579 -0.86600001, + 0.53899997 -4.5390001 -0.90599999,0.57899999 -4.579 -0.86600001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_788 Normal { vector [ + 0 -0.70710759 -0.70710598,0 -0.70710759 -0.70710598, + 0 -0.70710762 -0.70710595,0 -0.70710762 -0.70710595, + 0 -0.70710759 -0.70710598,0 -0.70710759 -0.70710598] } +} +} +] } +DEF TXFM_795 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_789 Shape { + appearance USE APP_4 + geometry DEF FACE_789 IndexedFaceSet { + coord DEF COORD_789 Coordinate { point [ + -0.039 -3.4609997 1.5750001,0.039 -3.4609997 1.5750001, + -0.079000002 -3.4209999 1.5349999,-0.079000002 -3.4209999 1.5349999, + 0.039 -3.4609997 1.5750001,0.079000002 -3.4209999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_789 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.7071092 0.70710437] } +} +} +] } +DEF TXFM_796 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_790 Shape { + appearance USE APP_4 + geometry DEF FACE_790 IndexedFaceSet { + coord DEF COORD_790 Coordinate { point [ + -0.039 -3.5390002 1.5750001,-0.039 -3.4609997 1.5750001, + -0.079000002 -3.579 1.5349999,-0.079000002 -3.579 1.5349999, + -0.039 -3.4609997 1.5750001,-0.079000002 -3.4209999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_790 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710821 0 0.70710535, + -0.70710815 0 0.70710541,-0.70710815 0 0.70710541, + -0.70710821 0 0.70710535,-0.70710821 0 0.70710535] } +} +} +] } +DEF TXFM_797 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_791 Shape { + appearance USE APP_4 + geometry DEF FACE_791 IndexedFaceSet { + coord DEF COORD_791 Coordinate { point [ + 0.039 -3.5390002 1.5750001,-0.039 -3.5390002 1.5750001, + -0.079000002 -3.579 1.5349999,0.039 -3.5390002 1.5750001, + -0.079000002 -3.579 1.5349999,0.079000002 -3.579 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_791 Normal { vector [ + 0 -0.70710925 0.70710431,0 -0.70710928 0.70710428, + 0 -0.70710931 0.70710425,0 -0.70710925 0.70710431, + 0 -0.70710931 0.70710425,0 -0.70710931 0.70710425] } +} +} +] } +DEF TXFM_798 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_792 Shape { + appearance USE APP_4 + geometry DEF FACE_792 IndexedFaceSet { + coord DEF COORD_792 Coordinate { point [ + 0.039 -3.4609997 1.5750001,0.039 -3.5390002 1.5750001, + 0.079000002 -3.579 1.5349999,0.039 -3.4609997 1.5750001, + 0.079000002 -3.579 1.5349999,0.079000002 -3.4209999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_792 Normal { vector [ + 0.70710821 0 0.70710535,0.70710815 0 0.70710541, + 0.70710815 0 0.70710541,0.70710821 0 0.70710535, + 0.70710815 0 0.70710541,0.70710821 0 0.70710535] } +} +} +] } +DEF TXFM_799 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_793 Shape { + appearance USE APP_4 + geometry DEF FACE_793 IndexedFaceSet { + coord DEF COORD_793 Coordinate { point [ + 0.53899997 -3.5390002 1.5750001,0.46099997 -3.5390002 1.5750001, + 0.421 -3.579 1.5349999,0.53899997 -3.5390002 1.5750001, + 0.421 -3.579 1.5349999,0.57899999 -3.579 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_793 Normal { vector [ + 0 -0.70710925 0.70710431,0 -0.70710931 0.70710425, + 0 -0.70710925 0.70710431,0 -0.70710925 0.70710431, + 0 -0.70710925 0.70710431,0 -0.70710922 0.70710434] } +} +} +] } +DEF TXFM_800 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_794 Shape { + appearance USE APP_4 + geometry DEF FACE_794 IndexedFaceSet { + coord DEF COORD_794 Coordinate { point [ + 0.53899997 -3.4609997 1.5750001,0.53899997 -3.5390002 1.5750001, + 0.57899999 -3.579 1.5349999,0.53899997 -3.4609997 1.5750001, + 0.57899999 -3.579 1.5349999,0.57899999 -3.4209999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_794 Normal { vector [ + 0.70710806 0 0.7071055,0.70710803 0 0.70710553, + 0.70710806 0 0.7071055,0.70710806 0 0.7071055, + 0.70710806 0 0.7071055,0.70710806 0 0.7071055] } +} +} +] } +DEF TXFM_801 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_795 Shape { + appearance USE APP_4 + geometry DEF FACE_795 IndexedFaceSet { + coord DEF COORD_795 Coordinate { point [ + 0.46099997 -3.4609997 1.5750001,0.53899997 -3.4609997 1.5750001, + 0.421 -3.4209999 1.5349999,0.421 -3.4209999 1.5349999, + 0.53899997 -3.4609997 1.5750001,0.57899999 -3.4209999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_795 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_802 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_796 Shape { + appearance USE APP_4 + geometry DEF FACE_796 IndexedFaceSet { + coord DEF COORD_796 Coordinate { point [ + 0.46099997 -3.5390002 1.5750001,0.46099997 -3.4609997 1.5750001, + 0.421 -3.579 1.5349999,0.421 -3.579 1.5349999, + 0.46099997 -3.4609997 1.5750001,0.421 -3.4209999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_796 Normal { vector [ + -0.70710845 0 0.70710511,-0.70710851 0 0.70710505, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508, + -0.70710851 0 0.70710505,-0.70710848 0 0.70710508] } +} +} +] } +DEF TXFM_803 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_797 Shape { + appearance USE APP_4 + geometry DEF FACE_797 IndexedFaceSet { + coord DEF COORD_797 Coordinate { point [ + 0.039 -2.9609999 1.5750001,0.039 -3.039 1.5750001, + 0.079000002 -3.0789999 1.5349999,0.039 -2.9609999 1.5750001, + 0.079000002 -3.0789999 1.5349999,0.079000002 -2.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_797 Normal { vector [ + 0.70710818 0 0.70710538,0.70710812 0 0.70710544, + 0.70710818 0 0.70710538,0.70710818 0 0.70710538, + 0.70710818 0 0.70710538,0.70710821 0 0.70710535] } +} +} +] } +DEF TXFM_804 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_798 Shape { + appearance USE APP_4 + geometry DEF FACE_798 IndexedFaceSet { + coord DEF COORD_798 Coordinate { point [ + -0.039 -2.9609999 1.5750001,0.039 -2.9609999 1.5750001, + -0.079000002 -2.9210001 1.5349999,-0.079000002 -2.9210001 1.5349999, + 0.039 -2.9609999 1.5750001,0.079000002 -2.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_798 Normal { vector [ + 0 0.70710925 0.70710431,0 0.70710928 0.70710428, + 0 0.70710928 0.70710428,0 0.70710928 0.70710428, + 0 0.70710928 0.70710428,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_805 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_799 Shape { + appearance USE APP_4 + geometry DEF FACE_799 IndexedFaceSet { + coord DEF COORD_799 Coordinate { point [ + -0.039 -3.039 1.5750001,-0.039 -2.9609999 1.5750001, + -0.079000002 -3.0789999 1.5349999,-0.079000002 -3.0789999 1.5349999, + -0.039 -2.9609999 1.5750001,-0.079000002 -2.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_799 Normal { vector [ + -0.70710815 0 0.70710541,-0.70710815 0 0.70710541, + -0.70710812 0 0.70710544,-0.70710812 0 0.70710544, + -0.70710815 0 0.70710541,-0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_806 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_800 Shape { + appearance USE APP_4 + geometry DEF FACE_800 IndexedFaceSet { + coord DEF COORD_800 Coordinate { point [ + 0.039 -3.039 1.5750001,-0.039 -3.039 1.5750001, + -0.079000002 -3.0789999 1.5349999,0.039 -3.039 1.5750001, + -0.079000002 -3.0789999 1.5349999,0.079000002 -3.0789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_800 Normal { vector [ + 0 -0.70710931 0.70710425,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710931 0.70710425, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_807 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_801 Shape { + appearance USE APP_4 + geometry DEF FACE_801 IndexedFaceSet { + coord DEF COORD_801 Coordinate { point [ + 0.53899997 -3.039 1.5750001,0.46099997 -3.039 1.5750001, + 0.421 -3.0789999 1.5349999,0.53899997 -3.039 1.5750001, + 0.421 -3.0789999 1.5349999,0.57899999 -3.0789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_801 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710931 0.70710425, + 0 -0.70710925 0.70710431,0 -0.70710928 0.70710428, + 0 -0.70710925 0.70710431,0 -0.70710922 0.70710434] } +} +} +] } +DEF TXFM_808 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_802 Shape { + appearance USE APP_4 + geometry DEF FACE_802 IndexedFaceSet { + coord DEF COORD_802 Coordinate { point [ + 0.53899997 -2.9609999 1.5750001,0.53899997 -3.039 1.5750001, + 0.57899999 -3.0789999 1.5349999,0.53899997 -2.9609999 1.5750001, + 0.57899999 -3.0789999 1.5349999,0.57899999 -2.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_802 Normal { vector [ + 0.70710806 0 0.7071055,0.707108 0 0.70710556, + 0.70710806 0 0.7071055,0.70710806 0 0.7071055, + 0.70710806 0 0.7071055,0.70710803 0 0.70710553] } +} +} +] } +DEF TXFM_809 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_803 Shape { + appearance USE APP_4 + geometry DEF FACE_803 IndexedFaceSet { + coord DEF COORD_803 Coordinate { point [ + 0.46099997 -2.9609999 1.5750001,0.53899997 -2.9609999 1.5750001, + 0.421 -2.9210001 1.5349999,0.421 -2.9210001 1.5349999, + 0.53899997 -2.9609999 1.5750001,0.57899999 -2.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_803 Normal { vector [ + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710928 0.70710428,0 0.70710928 0.70710428, + 0 0.70710925 0.70710431,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_810 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_804 Shape { + appearance USE APP_4 + geometry DEF FACE_804 IndexedFaceSet { + coord DEF COORD_804 Coordinate { point [ + 0.46099997 -3.039 1.5750001,0.46099997 -2.9609999 1.5750001, + 0.421 -3.0789999 1.5349999,0.421 -3.0789999 1.5349999, + 0.46099997 -2.9609999 1.5750001,0.421 -2.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_804 Normal { vector [ + -0.70710848 0 0.70710508,-0.70710842 0 0.70710514, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508, + -0.70710842 0 0.70710514,-0.70710842 0 0.70710514] } +} +} +] } +DEF TXFM_811 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_805 Shape { + appearance USE APP_4 + geometry DEF FACE_805 IndexedFaceSet { + coord DEF COORD_805 Coordinate { point [ + -0.039 -1.9609999 1.5750001,0.039 -1.9609999 1.5750001, + -0.079000002 -1.9210001 1.5349999,-0.079000002 -1.9210001 1.5349999, + 0.039 -1.9609999 1.5750001,0.079000002 -1.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_805 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710922 0.70710434, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710922 0.70710434,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_812 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_806 Shape { + appearance USE APP_4 + geometry DEF FACE_806 IndexedFaceSet { + coord DEF COORD_806 Coordinate { point [ + -0.039 -2.039 1.5750001,-0.039 -1.9609999 1.5750001, + -0.079000002 -2.0789999 1.5349999,-0.079000002 -2.0789999 1.5349999, + -0.039 -1.9609999 1.5750001,-0.079000002 -1.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_806 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710818 0 0.70710538, + -0.70710815 0 0.70710541,-0.70710815 0 0.70710541, + -0.70710818 0 0.70710538,-0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_813 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_807 Shape { + appearance USE APP_4 + geometry DEF FACE_807 IndexedFaceSet { + coord DEF COORD_807 Coordinate { point [ + 0.039 -2.039 1.5750001,-0.039 -2.039 1.5750001, + -0.079000002 -2.0789999 1.5349999,0.039 -2.039 1.5750001, + -0.079000002 -2.0789999 1.5349999,0.079000002 -2.0789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_807 Normal { vector [ + 0 -0.70710925 0.70710431,0 -0.70710925 0.70710431, + 0 -0.70710931 0.70710425,0 -0.70710925 0.70710431, + 0 -0.70710931 0.70710425,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_814 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_808 Shape { + appearance USE APP_4 + geometry DEF FACE_808 IndexedFaceSet { + coord DEF COORD_808 Coordinate { point [ + 0.039 -1.9609999 1.5750001,0.039 -2.039 1.5750001, + 0.079000002 -2.0789999 1.5349999,0.039 -1.9609999 1.5750001, + 0.079000002 -2.0789999 1.5349999,0.079000002 -1.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_808 Normal { vector [ + 0.70710821 0 0.70710535,0.70710818 0 0.70710538, + 0.70710824 0 0.70710532,0.70710821 0 0.70710535, + 0.70710824 0 0.70710532,0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_815 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_809 Shape { + appearance USE APP_4 + geometry DEF FACE_809 IndexedFaceSet { + coord DEF COORD_809 Coordinate { point [ + 0.46099997 -1.9609999 1.5750001,0.53899997 -1.9609999 1.5750001, + 0.421 -1.9210001 1.5349999,0.421 -1.9210001 1.5349999, + 0.53899997 -1.9609999 1.5750001,0.57899999 -1.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_809 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710922 0.70710434, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710922 0.70710434,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_816 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_810 Shape { + appearance USE APP_4 + geometry DEF FACE_810 IndexedFaceSet { + coord DEF COORD_810 Coordinate { point [ + 0.46099997 -2.039 1.5750001,0.46099997 -1.9609999 1.5750001, + 0.421 -2.0789999 1.5349999,0.421 -2.0789999 1.5349999, + 0.46099997 -1.9609999 1.5750001,0.421 -1.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_810 Normal { vector [ + -0.70710842 0 0.70710514,-0.70710848 0 0.70710508, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508, + -0.70710848 0 0.70710508,-0.70710842 0 0.70710514] } +} +} +] } +DEF TXFM_817 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_811 Shape { + appearance USE APP_4 + geometry DEF FACE_811 IndexedFaceSet { + coord DEF COORD_811 Coordinate { point [ + 0.53899997 -2.039 1.5750001,0.46099997 -2.039 1.5750001, + 0.421 -2.0789999 1.5349999,0.53899997 -2.039 1.5750001, + 0.421 -2.0789999 1.5349999,0.57899999 -2.0789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_811 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710925 0.70710431, + 0 -0.70710931 0.70710425,0 -0.70710928 0.70710428, + 0 -0.70710931 0.70710425,0 -0.70710925 0.70710431] } +} +} +] } +DEF TXFM_818 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_812 Shape { + appearance USE APP_4 + geometry DEF FACE_812 IndexedFaceSet { + coord DEF COORD_812 Coordinate { point [ + 0.53899997 -1.9609999 1.5750001,0.53899997 -2.039 1.5750001, + 0.57899999 -2.0789999 1.5349999,0.53899997 -1.9609999 1.5750001, + 0.57899999 -2.0789999 1.5349999,0.57899999 -1.9210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_812 Normal { vector [ + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.70710806 0 0.7071055] } +} +} +] } +DEF TXFM_819 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_813 Shape { + appearance USE APP_4 + geometry DEF FACE_813 IndexedFaceSet { + coord DEF COORD_813 Coordinate { point [ + 0.039 -2.539 1.5750001,-0.039 -2.539 1.5750001, + -0.079000002 -2.5789999 1.5349999,0.039 -2.539 1.5750001, + -0.079000002 -2.5789999 1.5349999,0.079000002 -2.5789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_813 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_820 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_814 Shape { + appearance USE APP_4 + geometry DEF FACE_814 IndexedFaceSet { + coord DEF COORD_814 Coordinate { point [ + 0.039 -2.4609999 1.5750001,0.039 -2.539 1.5750001, + 0.079000002 -2.5789999 1.5349999,0.039 -2.4609999 1.5750001, + 0.079000002 -2.5789999 1.5349999,0.079000002 -2.4210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_814 Normal { vector [ + 0.70710818 0 0.70710538,0.70710818 0 0.70710538, + 0.70710815 0 0.70710541,0.70710818 0 0.70710538, + 0.70710815 0 0.70710541,0.70710821 0 0.70710535] } +} +} +] } +DEF TXFM_821 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_815 Shape { + appearance USE APP_4 + geometry DEF FACE_815 IndexedFaceSet { + coord DEF COORD_815 Coordinate { point [ + -0.039 -2.4609999 1.5750001,0.039 -2.4609999 1.5750001, + -0.079000002 -2.4210001 1.5349999,-0.079000002 -2.4210001 1.5349999, + 0.039 -2.4609999 1.5750001,0.079000002 -2.4210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_815 Normal { vector [ + 0 0.70710931 0.70710425,0 0.70710922 0.70710434, + 0 0.70710922 0.70710434,0 0.70710922 0.70710434, + 0 0.70710922 0.70710434,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_822 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_816 Shape { + appearance USE APP_4 + geometry DEF FACE_816 IndexedFaceSet { + coord DEF COORD_816 Coordinate { point [ + -0.039 -2.539 1.5750001,-0.039 -2.4609999 1.5750001, + -0.079000002 -2.5789999 1.5349999,-0.079000002 -2.5789999 1.5349999, + -0.039 -2.4609999 1.5750001,-0.079000002 -2.4210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_816 Normal { vector [ + -0.70710821 0 0.70710535,-0.70710818 0 0.70710538, + -0.70710812 0 0.70710544,-0.70710812 0 0.70710544, + -0.70710818 0 0.70710538,-0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_823 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_817 Shape { + appearance USE APP_4 + geometry DEF FACE_817 IndexedFaceSet { + coord DEF COORD_817 Coordinate { point [ + 0.53899997 -2.4609999 1.5750001,0.53899997 -2.539 1.5750001, + 0.57899999 -2.5789999 1.5349999,0.53899997 -2.4609999 1.5750001, + 0.57899999 -2.5789999 1.5349999,0.57899999 -2.4210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_817 Normal { vector [ + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.70710803 0 0.70710553] } +} +} +] } +DEF TXFM_824 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_818 Shape { + appearance USE APP_4 + geometry DEF FACE_818 IndexedFaceSet { + coord DEF COORD_818 Coordinate { point [ + 0.46099997 -2.4609999 1.5750001,0.53899997 -2.4609999 1.5750001, + 0.421 -2.4210001 1.5349999,0.421 -2.4210001 1.5349999, + 0.53899997 -2.4609999 1.5750001,0.57899999 -2.4210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_818 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_825 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_819 Shape { + appearance USE APP_4 + geometry DEF FACE_819 IndexedFaceSet { + coord DEF COORD_819 Coordinate { point [ + 0.46099997 -2.539 1.5750001,0.46099997 -2.4609999 1.5750001, + 0.421 -2.5789999 1.5349999,0.421 -2.5789999 1.5349999, + 0.46099997 -2.4609999 1.5750001,0.421 -2.4210001 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_819 Normal { vector [ + -0.70710845 0 0.70710511,-0.70710845 0 0.70710511, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508, + -0.70710845 0 0.70710511,-0.70710845 0 0.70710511] } +} +} +] } +DEF TXFM_826 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_820 Shape { + appearance USE APP_4 + geometry DEF FACE_820 IndexedFaceSet { + coord DEF COORD_820 Coordinate { point [ + 0.53899997 -2.539 1.5750001,0.46099997 -2.539 1.5750001, + 0.421 -2.5789999 1.5349999,0.53899997 -2.539 1.5750001, + 0.421 -2.5789999 1.5349999,0.57899999 -2.5789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_820 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_827 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_821 Shape { + appearance USE APP_4 + geometry DEF FACE_821 IndexedFaceSet { + coord DEF COORD_821 Coordinate { point [ + 0.53899997 0.039 1.5750001,0.53899997 -0.039 1.5750001, + 0.57899999 -0.079000002 1.5349999,0.53899997 0.039 1.5750001, + 0.57899999 -0.079000002 1.5349999,0.57899999 0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_821 Normal { vector [ + 0.70710806 0 0.7071055,0.70710806 0 0.7071055, + 0.70710803 0 0.70710553,0.70710806 0 0.7071055, + 0.70710803 0 0.70710553,0.70710809 0 0.70710547] } +} +} +] } +DEF TXFM_828 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_822 Shape { + appearance USE APP_4 + geometry DEF FACE_822 IndexedFaceSet { + coord DEF COORD_822 Coordinate { point [ + 0.46099997 0.039 1.5750001,0.53899997 0.039 1.5750001, + 0.421 0.079000002 1.5349999,0.421 0.079000002 1.5349999, + 0.53899997 0.039 1.5750001,0.57899999 0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_822 Normal { vector [ + 0 0.70710815 0.70710541,0 0.70710818 0.70710538, + 0 0.70710818 0.70710538,0 0.70710818 0.70710538, + 0 0.70710818 0.70710538,0 0.70710821 0.70710535] } +} +} +] } +DEF TXFM_829 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_823 Shape { + appearance USE APP_4 + geometry DEF FACE_823 IndexedFaceSet { + coord DEF COORD_823 Coordinate { point [ + 0.46099997 -0.039 1.5750001,0.46099997 0.039 1.5750001, + 0.421 -0.079000002 1.5349999,0.421 -0.079000002 1.5349999, + 0.46099997 0.039 1.5750001,0.421 0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_823 Normal { vector [ + -0.70710842 0 0.70710514,-0.70710848 0 0.70710508, + -0.70710851 0 0.70710505,-0.70710851 0 0.70710505, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508] } +} +} +] } +DEF TXFM_830 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_824 Shape { + appearance USE APP_4 + geometry DEF FACE_824 IndexedFaceSet { + coord DEF COORD_824 Coordinate { point [ + 0.53899997 -0.039 1.5750001,0.46099997 -0.039 1.5750001, + 0.421 -0.079000002 1.5349999,0.53899997 -0.039 1.5750001, + 0.421 -0.079000002 1.5349999,0.57899999 -0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_824 Normal { vector [ + 0 -0.70710818 0.70710538,0 -0.70710818 0.70710538, + 0 -0.70710815 0.70710541,0 -0.70710818 0.70710538, + 0 -0.70710815 0.70710541,0 -0.70710821 0.70710535] } +} +} +] } +DEF TXFM_831 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_825 Shape { + appearance USE APP_4 + geometry DEF FACE_825 IndexedFaceSet { + coord DEF COORD_825 Coordinate { point [ + 0.039 -0.039 1.5750001,-0.039 -0.039 1.5750001, + -0.079000002 -0.079000002 1.5349999,0.039 -0.039 1.5750001, + -0.079000002 -0.079000002 1.5349999,0.079000002 -0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_825 Normal { vector [ + 0 -0.70710821 0.70710535,0 -0.70710818 0.70710538, + 0 -0.70710818 0.70710538,0 -0.70710821 0.70710535, + 0 -0.70710818 0.70710538,0 -0.70710818 0.70710538] } +} +} +] } +DEF TXFM_832 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_826 Shape { + appearance USE APP_4 + geometry DEF FACE_826 IndexedFaceSet { + coord DEF COORD_826 Coordinate { point [ + 0.039 0.039 1.5750001,0.039 -0.039 1.5750001, + 0.079000002 -0.079000002 1.5349999,0.039 0.039 1.5750001, + 0.079000002 -0.079000002 1.5349999,0.079000002 0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_826 Normal { vector [ + 0.70710821 0 0.70710535,0.70710818 0 0.70710538, + 0.70710818 0 0.70710538,0.70710821 0 0.70710535, + 0.70710818 0 0.70710538,0.70710818 0 0.70710538] } +} +} +] } +DEF TXFM_833 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_827 Shape { + appearance USE APP_4 + geometry DEF FACE_827 IndexedFaceSet { + coord DEF COORD_827 Coordinate { point [ + -0.039 0.039 1.5750001,0.039 0.039 1.5750001, + -0.079000002 0.079000002 1.5349999,-0.079000002 0.079000002 1.5349999, + 0.039 0.039 1.5750001,0.079000002 0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_827 Normal { vector [ + 0 0.70710818 0.70710538,0 0.70710821 0.70710535, + 0 0.70710824 0.70710532,0 0.70710824 0.70710532, + 0 0.70710821 0.70710535,0 0.70710821 0.70710535] } +} +} +] } +DEF TXFM_834 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_828 Shape { + appearance USE APP_4 + geometry DEF FACE_828 IndexedFaceSet { + coord DEF COORD_828 Coordinate { point [ + -0.039 -0.039 1.5750001,-0.039 0.039 1.5750001, + -0.079000002 -0.079000002 1.5349999,-0.079000002 -0.079000002 1.5349999, + -0.039 0.039 1.5750001,-0.079000002 0.079000002 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_828 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710821 0 0.70710535, + -0.70710824 0 0.70710532,-0.70710824 0 0.70710532, + -0.70710821 0 0.70710535,-0.70710821 0 0.70710535] } +} +} +] } +DEF TXFM_835 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_829 Shape { + appearance USE APP_4 + geometry DEF FACE_829 IndexedFaceSet { + coord DEF COORD_829 Coordinate { point [ + 0.46099997 -0.96100006 1.5750001,0.53899997 -0.96100006 1.5750001, + 0.421 -0.92099999 1.5349999,0.421 -0.92099999 1.5349999, + 0.53899997 -0.96100006 1.5750001,0.57899999 -0.92099999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_829 Normal { vector [ + 0 0.70710765 0.70710592,0 0.70710759 0.70710598, + 0 0.70710759 0.70710598,0 0.70710759 0.70710598, + 0 0.70710759 0.70710598,0 0.70710765 0.70710592] } +} +} +] } +DEF TXFM_836 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_830 Shape { + appearance USE APP_4 + geometry DEF FACE_830 IndexedFaceSet { + coord DEF COORD_830 Coordinate { point [ + 0.46099997 -1.039 1.5750001,0.46099997 -0.96100006 1.5750001, + 0.421 -1.079 1.5349999,0.421 -1.079 1.5349999, + 0.46099997 -0.96100006 1.5750001,0.421 -0.92099999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_830 Normal { vector [ + -0.70710845 0 0.70710511,-0.70710842 0 0.70710514, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508, + -0.70710842 0 0.70710514,-0.70710848 0 0.70710508] } +} +} +] } +DEF TXFM_837 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_831 Shape { + appearance USE APP_4 + geometry DEF FACE_831 IndexedFaceSet { + coord DEF COORD_831 Coordinate { point [ + 0.53899997 -1.039 1.5750001,0.46099997 -1.039 1.5750001, + 0.421 -1.079 1.5349999,0.53899997 -1.039 1.5750001, + 0.421 -1.079 1.5349999,0.57899999 -1.079 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_831 Normal { vector [ + 0 -0.70710842 0.70710514,0 -0.70710845 0.70710511, + 0 -0.70710839 0.70710517,0 -0.70710842 0.70710514, + 0 -0.70710839 0.70710517,0 -0.70710842 0.70710514] } +} +} +] } +DEF TXFM_838 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_832 Shape { + appearance USE APP_4 + geometry DEF FACE_832 IndexedFaceSet { + coord DEF COORD_832 Coordinate { point [ + 0.53899997 -0.96100006 1.5750001,0.53899997 -1.039 1.5750001, + 0.57899999 -1.079 1.5349999,0.53899997 -0.96100006 1.5750001, + 0.57899999 -1.079 1.5349999,0.57899999 -0.92099999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_832 Normal { vector [ + 0.70710797 0 0.70710559,0.70710803 0 0.70710553, + 0.70710806 0 0.7071055,0.70710797 0 0.70710559, + 0.70710806 0 0.7071055,0.70710803 0 0.70710553] } +} +} +] } +DEF TXFM_839 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_833 Shape { + appearance USE APP_4 + geometry DEF FACE_833 IndexedFaceSet { + coord DEF COORD_833 Coordinate { point [ + -0.039 -0.96100006 1.5750001,0.039 -0.96100006 1.5750001, + -0.079000002 -0.92099999 1.5349999,-0.079000002 -0.92099999 1.5349999, + 0.039 -0.96100006 1.5750001,0.079000002 -0.92099999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_833 Normal { vector [ + 0 0.70710762 0.70710595,0 0.70710765 0.70710592, + 0 0.70710762 0.70710595,0 0.70710762 0.70710595, + 0 0.70710765 0.70710592,0 0.70710765 0.70710592] } +} +} +] } +DEF TXFM_840 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_834 Shape { + appearance USE APP_4 + geometry DEF FACE_834 IndexedFaceSet { + coord DEF COORD_834 Coordinate { point [ + -0.039 -1.039 1.5750001,-0.039 -0.96100006 1.5750001, + -0.079000002 -1.079 1.5349999,-0.079000002 -1.079 1.5349999, + -0.039 -0.96100006 1.5750001,-0.079000002 -0.92099999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_834 Normal { vector [ + -0.70710821 0 0.70710535,-0.70710818 0 0.70710538, + -0.70710818 0 0.70710538,-0.70710818 0 0.70710538, + -0.70710818 0 0.70710538,-0.70710818 0 0.70710538] } +} +} +] } +DEF TXFM_841 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_835 Shape { + appearance USE APP_4 + geometry DEF FACE_835 IndexedFaceSet { + coord DEF COORD_835 Coordinate { point [ + 0.039 -1.039 1.5750001,-0.039 -1.039 1.5750001, + -0.079000002 -1.079 1.5349999,0.039 -1.039 1.5750001, + -0.079000002 -1.079 1.5349999,0.079000002 -1.079 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_835 Normal { vector [ + 0 -0.70710848 0.70710508,0 -0.70710848 0.70710508, + 0 -0.70710845 0.70710511,0 -0.70710848 0.70710508, + 0 -0.70710845 0.70710511,0 -0.70710848 0.70710508] } +} +} +] } +DEF TXFM_842 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_836 Shape { + appearance USE APP_4 + geometry DEF FACE_836 IndexedFaceSet { + coord DEF COORD_836 Coordinate { point [ + 0.039 -0.96100006 1.5750001,0.039 -1.039 1.5750001, + 0.079000002 -1.079 1.5349999,0.039 -0.96100006 1.5750001, + 0.079000002 -1.079 1.5349999,0.079000002 -0.92099999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_836 Normal { vector [ + 0.70710818 0 0.70710538,0.70710821 0 0.70710535, + 0.70710821 0 0.70710535,0.70710818 0 0.70710538, + 0.70710821 0 0.70710535,0.70710818 0 0.70710538] } +} +} +] } +DEF TXFM_843 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_837 Shape { + appearance USE APP_4 + geometry DEF FACE_837 IndexedFaceSet { + coord DEF COORD_837 Coordinate { point [ + -0.039 -0.46099997 1.5750001,0.039 -0.46099997 1.5750001, + -0.079000002 -0.421 1.5349999,-0.079000002 -0.421 1.5349999, + 0.039 -0.46099997 1.5750001,0.079000002 -0.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_837 Normal { vector [ + 0 0.70710842 0.70710514,0 0.70710848 0.70710508, + 0 0.70710851 0.70710505,0 0.70710851 0.70710505, + 0 0.70710848 0.70710508,0 0.70710848 0.70710508] } +} +} +] } +DEF TXFM_844 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_838 Shape { + appearance USE APP_4 + geometry DEF FACE_838 IndexedFaceSet { + coord DEF COORD_838 Coordinate { point [ + -0.039 -0.53899997 1.5750001,-0.039 -0.46099997 1.5750001, + -0.079000002 -0.57899999 1.5349999,-0.079000002 -0.57899999 1.5349999, + -0.039 -0.46099997 1.5750001,-0.079000002 -0.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_838 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710818 0 0.70710538, + -0.70710818 0 0.70710538,-0.70710818 0 0.70710538, + -0.70710818 0 0.70710538,-0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_845 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_839 Shape { + appearance USE APP_4 + geometry DEF FACE_839 IndexedFaceSet { + coord DEF COORD_839 Coordinate { point [ + 0.039 -0.53899997 1.5750001,-0.039 -0.53899997 1.5750001, + -0.079000002 -0.57899999 1.5349999,0.039 -0.53899997 1.5750001, + -0.079000002 -0.57899999 1.5349999,0.079000002 -0.57899999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_839 Normal { vector [ + 0 -0.70710806 0.7071055,0 -0.70710806 0.7071055, + 0 -0.70710803 0.70710553,0 -0.70710806 0.7071055, + 0 -0.70710803 0.70710553,0 -0.70710809 0.70710547] } +} +} +] } +DEF TXFM_846 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_840 Shape { + appearance USE APP_4 + geometry DEF FACE_840 IndexedFaceSet { + coord DEF COORD_840 Coordinate { point [ + 0.039 -0.46099997 1.5750001,0.039 -0.53899997 1.5750001, + 0.079000002 -0.57899999 1.5349999,0.039 -0.46099997 1.5750001, + 0.079000002 -0.57899999 1.5349999,0.079000002 -0.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_840 Normal { vector [ + 0.70710818 0 0.70710538,0.70710821 0 0.70710535, + 0.70710818 0 0.70710538,0.70710818 0 0.70710538, + 0.70710818 0 0.70710538,0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_847 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_841 Shape { + appearance USE APP_4 + geometry DEF FACE_841 IndexedFaceSet { + coord DEF COORD_841 Coordinate { point [ + 0.53899997 -0.46099997 1.5750001,0.53899997 -0.53899997 1.5750001, + 0.57899999 -0.57899999 1.5349999,0.53899997 -0.46099997 1.5750001, + 0.57899999 -0.57899999 1.5349999,0.57899999 -0.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_841 Normal { vector [ + 0.70710806 0 0.7071055,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.70710806 0 0.7071055, + 0.70710803 0 0.70710553,0.707108 0 0.70710556] } +} +} +] } +DEF TXFM_848 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_842 Shape { + appearance USE APP_4 + geometry DEF FACE_842 IndexedFaceSet { + coord DEF COORD_842 Coordinate { point [ + 0.46099997 -0.46099997 1.5750001,0.53899997 -0.46099997 1.5750001, + 0.421 -0.421 1.5349999,0.421 -0.421 1.5349999, + 0.53899997 -0.46099997 1.5750001,0.57899999 -0.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_842 Normal { vector [ + 0 0.70710848 0.70710508,0 0.70710842 0.70710514, + 0 0.70710845 0.70710511,0 0.70710845 0.70710511, + 0 0.70710842 0.70710514,0 0.70710842 0.70710514] } +} +} +] } +DEF TXFM_849 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_843 Shape { + appearance USE APP_4 + geometry DEF FACE_843 IndexedFaceSet { + coord DEF COORD_843 Coordinate { point [ + 0.46099997 -0.53899997 1.5750001,0.46099997 -0.46099997 1.5750001, + 0.421 -0.57899999 1.5349999,0.421 -0.57899999 1.5349999, + 0.46099997 -0.46099997 1.5750001,0.421 -0.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_843 Normal { vector [ + -0.70710845 0 0.70710511,-0.70710845 0 0.70710511, + -0.70710845 0 0.70710511,-0.70710845 0 0.70710511, + -0.70710845 0 0.70710511,-0.70710842 0 0.70710514] } +} +} +] } +DEF TXFM_850 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_844 Shape { + appearance USE APP_4 + geometry DEF FACE_844 IndexedFaceSet { + coord DEF COORD_844 Coordinate { point [ + 0.53899997 -0.53899997 1.5750001,0.46099997 -0.53899997 1.5750001, + 0.421 -0.57899999 1.5349999,0.53899997 -0.53899997 1.5750001, + 0.421 -0.57899999 1.5349999,0.57899999 -0.57899999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_844 Normal { vector [ + 0 -0.70710803 0.70710553,0 -0.70710806 0.7071055, + 0 -0.707108 0.70710556,0 -0.70710803 0.70710553, + 0 -0.707108 0.70710556,0 -0.707108 0.70710556] } +} +} +] } +DEF TXFM_851 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_845 Shape { + appearance USE APP_4 + geometry DEF FACE_845 IndexedFaceSet { + coord DEF COORD_845 Coordinate { point [ + 0.53899997 -1.539 1.5750001,0.46099997 -1.539 1.5750001, + 0.421 -1.5789999 1.5349999,0.53899997 -1.539 1.5750001, + 0.421 -1.5789999 1.5349999,0.57899999 -1.5789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_845 Normal { vector [ + 0 -0.70710925 0.70710431,0 -0.70710928 0.70710428, + 0 -0.7071092 0.70710437,0 -0.70710925 0.70710431, + 0 -0.7071092 0.70710437,0 -0.70710922 0.70710434] } +} +} +] } +DEF TXFM_852 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_846 Shape { + appearance USE APP_4 + geometry DEF FACE_846 IndexedFaceSet { + coord DEF COORD_846 Coordinate { point [ + 0.53899997 -1.461 1.5750001,0.53899997 -1.539 1.5750001, + 0.57899999 -1.5789999 1.5349999,0.53899997 -1.461 1.5750001, + 0.57899999 -1.5789999 1.5349999,0.57899999 -1.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_846 Normal { vector [ + 0.70710803 0 0.70710553,0.70710806 0 0.7071055, + 0.707108 0 0.70710556,0.70710803 0 0.70710553, + 0.707108 0 0.70710556,0.70710797 0 0.70710559] } +} +} +] } +DEF TXFM_853 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_847 Shape { + appearance USE APP_4 + geometry DEF FACE_847 IndexedFaceSet { + coord DEF COORD_847 Coordinate { point [ + 0.46099997 -1.461 1.5750001,0.53899997 -1.461 1.5750001, + 0.421 -1.421 1.5349999,0.421 -1.421 1.5349999, + 0.53899997 -1.461 1.5750001,0.57899999 -1.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_847 Normal { vector [ + 0 0.70710848 0.70710508,0 0.70710845 0.70710511, + 0 0.70710845 0.70710511,0 0.70710845 0.70710511, + 0 0.70710845 0.70710511,0 0.70710845 0.70710511] } +} +} +] } +DEF TXFM_854 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_848 Shape { + appearance USE APP_4 + geometry DEF FACE_848 IndexedFaceSet { + coord DEF COORD_848 Coordinate { point [ + 0.46099997 -1.539 1.5750001,0.46099997 -1.461 1.5750001, + 0.421 -1.5789999 1.5349999,0.421 -1.5789999 1.5349999, + 0.46099997 -1.461 1.5750001,0.421 -1.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_848 Normal { vector [ + -0.70710842 0 0.70710514,-0.70710845 0 0.70710511, + -0.70710845 0 0.70710511,-0.70710845 0 0.70710511, + -0.70710845 0 0.70710511,-0.70710842 0 0.70710514] } +} +} +] } +DEF TXFM_855 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_849 Shape { + appearance USE APP_4 + geometry DEF FACE_849 IndexedFaceSet { + coord DEF COORD_849 Coordinate { point [ + 0.039 -1.539 1.5750001,-0.039 -1.539 1.5750001, + -0.079000002 -1.5789999 1.5349999,0.039 -1.539 1.5750001, + -0.079000002 -1.5789999 1.5349999,0.079000002 -1.5789999 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_849 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_856 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_850 Shape { + appearance USE APP_4 + geometry DEF FACE_850 IndexedFaceSet { + coord DEF COORD_850 Coordinate { point [ + 0.039 -1.461 1.5750001,0.039 -1.539 1.5750001, + 0.079000002 -1.5789999 1.5349999,0.039 -1.461 1.5750001, + 0.079000002 -1.5789999 1.5349999,0.079000002 -1.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_850 Normal { vector [ + 0.70710818 0 0.70710538,0.70710815 0 0.70710541, + 0.70710818 0 0.70710538,0.70710818 0 0.70710538, + 0.70710818 0 0.70710538,0.70710818 0 0.70710538] } +} +} +] } +DEF TXFM_857 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_851 Shape { + appearance USE APP_4 + geometry DEF FACE_851 IndexedFaceSet { + coord DEF COORD_851 Coordinate { point [ + -0.039 -1.461 1.5750001,0.039 -1.461 1.5750001, + -0.079000002 -1.421 1.5349999,-0.079000002 -1.421 1.5349999, + 0.039 -1.461 1.5750001,0.079000002 -1.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_851 Normal { vector [ + 0 0.70710845 0.70710511,0 0.70710848 0.70710508, + 0 0.70710848 0.70710508,0 0.70710848 0.70710508, + 0 0.70710848 0.70710508,0 0.70710848 0.70710508] } +} +} +] } +DEF TXFM_858 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_852 Shape { + appearance USE APP_4 + geometry DEF FACE_852 IndexedFaceSet { + coord DEF COORD_852 Coordinate { point [ + -0.039 -1.539 1.5750001,-0.039 -1.461 1.5750001, + -0.079000002 -1.5789999 1.5349999,-0.079000002 -1.5789999 1.5349999, + -0.039 -1.461 1.5750001,-0.079000002 -1.421 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_852 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710824 0 0.70710532, + -0.70710821 0 0.70710535,-0.70710821 0 0.70710535, + -0.70710824 0 0.70710532,-0.70710818 0 0.70710538] } +} +} +] } +DEF TXFM_859 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_853 Shape { + appearance USE APP_4 + geometry DEF FACE_853 IndexedFaceSet { + coord DEF COORD_853 Coordinate { point [ + -0.039 -4.4609997 1.5750001,0.039 -4.4609997 1.5750001, + -0.079000002 -4.4209998 1.5349999,-0.079000002 -4.4209998 1.5349999, + 0.039 -4.4609997 1.5750001,0.079000002 -4.4209998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_853 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710925 0.70710431, + 0 0.70710922 0.70710434,0 0.70710922 0.70710434, + 0 0.70710925 0.70710431,0 0.70710928 0.70710428] } +} +} +] } +DEF TXFM_860 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_854 Shape { + appearance USE APP_4 + geometry DEF FACE_854 IndexedFaceSet { + coord DEF COORD_854 Coordinate { point [ + -0.039 -4.5390001 1.5750001,-0.039 -4.4609997 1.5750001, + -0.079000002 -4.579 1.5349999,-0.079000002 -4.579 1.5349999, + -0.039 -4.4609997 1.5750001,-0.079000002 -4.4209998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_854 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710821 0 0.70710535, + -0.70710821 0 0.70710535,-0.70710821 0 0.70710535, + -0.70710821 0 0.70710535,-0.70710821 0 0.70710535] } +} +} +] } +DEF TXFM_861 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_855 Shape { + appearance USE APP_4 + geometry DEF FACE_855 IndexedFaceSet { + coord DEF COORD_855 Coordinate { point [ + 0.039 -4.5390001 1.5750001,-0.039 -4.5390001 1.5750001, + -0.079000002 -4.579 1.5349999,0.039 -4.5390001 1.5750001, + -0.079000002 -4.579 1.5349999,0.079000002 -4.579 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_855 Normal { vector [ + 0 -0.70710931 0.70710425,0 -0.70710928 0.70710428, + 0 -0.70710925 0.70710431,0 -0.70710931 0.70710425, + 0 -0.70710925 0.70710431,0 -0.70710931 0.70710425] } +} +} +] } +DEF TXFM_862 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_856 Shape { + appearance USE APP_4 + geometry DEF FACE_856 IndexedFaceSet { + coord DEF COORD_856 Coordinate { point [ + 0.039 -4.4609997 1.5750001,0.039 -4.5390001 1.5750001, + 0.079000002 -4.579 1.5349999,0.039 -4.4609997 1.5750001, + 0.079000002 -4.579 1.5349999,0.079000002 -4.4209998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_856 Normal { vector [ + 0.70710818 0 0.70710538,0.70710818 0 0.70710538, + 0.70710815 0 0.70710541,0.70710818 0 0.70710538, + 0.70710815 0 0.70710541,0.70710824 0 0.70710532] } +} +} +] } +DEF TXFM_863 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_857 Shape { + appearance USE APP_4 + geometry DEF FACE_857 IndexedFaceSet { + coord DEF COORD_857 Coordinate { point [ + 0.039 -4.039 1.5750001,-0.039 -4.039 1.5750001, + -0.079000002 -4.0789998 1.5349999,0.039 -4.039 1.5750001, + -0.079000002 -4.0789998 1.5349999,0.079000002 -4.0789998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_857 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710931 0.70710425,0 -0.70710928 0.70710428, + 0 -0.70710931 0.70710425,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_864 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_858 Shape { + appearance USE APP_4 + geometry DEF FACE_858 IndexedFaceSet { + coord DEF COORD_858 Coordinate { point [ + 0.039 -3.9609999 1.5750001,0.039 -4.039 1.5750001, + 0.079000002 -4.0789998 1.5349999,0.039 -3.9609999 1.5750001, + 0.079000002 -4.0789998 1.5349999,0.079000002 -3.921 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_858 Normal { vector [ + 0.70710818 0 0.70710538,0.70710818 0 0.70710538, + 0.70710821 0 0.70710535,0.70710818 0 0.70710538, + 0.70710821 0 0.70710535,0.70710815 0 0.70710541] } +} +} +] } +DEF TXFM_865 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_859 Shape { + appearance USE APP_4 + geometry DEF FACE_859 IndexedFaceSet { + coord DEF COORD_859 Coordinate { point [ + -0.039 -3.9609999 1.5750001,0.039 -3.9609999 1.5750001, + -0.079000002 -3.921 1.5349999,-0.079000002 -3.921 1.5349999, + 0.039 -3.9609999 1.5750001,0.079000002 -3.921 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_859 Normal { vector [ + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710922 0.70710434,0 0.70710922 0.70710434, + 0 0.70710925 0.70710431,0 0.70710922 0.70710434] } +} +} +] } +DEF TXFM_866 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_860 Shape { + appearance USE APP_4 + geometry DEF FACE_860 IndexedFaceSet { + coord DEF COORD_860 Coordinate { point [ + -0.039 -4.039 1.5750001,-0.039 -3.9609999 1.5750001, + -0.079000002 -4.0789998 1.5349999,-0.079000002 -4.0789998 1.5349999, + -0.039 -3.9609999 1.5750001,-0.079000002 -3.921 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_860 Normal { vector [ + -0.70710818 0 0.70710538,-0.70710824 0 0.70710532, + -0.70710818 0 0.70710538,-0.70710818 0 0.70710538, + -0.70710824 0 0.70710532,-0.70710818 0 0.70710538] } +} +} +] } +DEF TXFM_867 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_861 Shape { + appearance USE APP_4 + geometry DEF FACE_861 IndexedFaceSet { + coord DEF COORD_861 Coordinate { point [ + 0.46099997 -3.9609999 1.5750001,0.53899997 -3.9609999 1.5750001, + 0.421 -3.921 1.5349999,0.421 -3.921 1.5349999, + 0.53899997 -3.9609999 1.5750001,0.57899999 -3.921 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_861 Normal { vector [ + 0 0.70710928 0.70710428,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431] } +} +} +] } +DEF TXFM_868 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_862 Shape { + appearance USE APP_4 + geometry DEF FACE_862 IndexedFaceSet { + coord DEF COORD_862 Coordinate { point [ + 0.46099997 -4.039 1.5750001,0.46099997 -3.9609999 1.5750001, + 0.421 -4.0789998 1.5349999,0.421 -4.0789998 1.5349999, + 0.46099997 -3.9609999 1.5750001,0.421 -3.921 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_862 Normal { vector [ + -0.70710842 0 0.70710514,-0.70710848 0 0.70710508, + -0.70710842 0 0.70710514,-0.70710842 0 0.70710514, + -0.70710848 0 0.70710508,-0.70710842 0 0.70710514] } +} +} +] } +DEF TXFM_869 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_863 Shape { + appearance USE APP_4 + geometry DEF FACE_863 IndexedFaceSet { + coord DEF COORD_863 Coordinate { point [ + 0.53899997 -4.039 1.5750001,0.46099997 -4.039 1.5750001, + 0.421 -4.0789998 1.5349999,0.53899997 -4.039 1.5750001, + 0.421 -4.0789998 1.5349999,0.57899999 -4.0789998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_863 Normal { vector [ + 0 -0.70710922 0.70710434,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710922 0.70710434, + 0 -0.70710928 0.70710428,0 -0.70710922 0.70710434] } +} +} +] } +DEF TXFM_870 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_864 Shape { + appearance USE APP_4 + geometry DEF FACE_864 IndexedFaceSet { + coord DEF COORD_864 Coordinate { point [ + 0.53899997 -3.9609999 1.5750001,0.53899997 -4.039 1.5750001, + 0.57899999 -4.0789998 1.5349999,0.53899997 -3.9609999 1.5750001, + 0.57899999 -4.0789998 1.5349999,0.57899999 -3.921 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_864 Normal { vector [ + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710806 0 0.7071055,0.70710803 0 0.70710553, + 0.70710806 0 0.7071055,0.70710806 0 0.7071055] } +} +} +] } +DEF TXFM_871 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_865 Shape { + appearance USE APP_4 + geometry DEF FACE_865 IndexedFaceSet { + coord DEF COORD_865 Coordinate { point [ + 0.53899997 -4.4609997 1.5750001,0.53899997 -4.5390001 1.5750001, + 0.57899999 -4.579 1.5349999,0.53899997 -4.4609997 1.5750001, + 0.57899999 -4.579 1.5349999,0.57899999 -4.4209998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_865 Normal { vector [ + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.70710803 0 0.70710553, + 0.70710803 0 0.70710553,0.707108 0 0.70710556] } +} +} +] } +DEF TXFM_872 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_866 Shape { + appearance USE APP_4 + geometry DEF FACE_866 IndexedFaceSet { + coord DEF COORD_866 Coordinate { point [ + 0.46099997 -4.4609997 1.5750001,0.53899997 -4.4609997 1.5750001, + 0.421 -4.4209998 1.5349999,0.421 -4.4209998 1.5349999, + 0.53899997 -4.4609997 1.5750001,0.57899999 -4.4209998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_866 Normal { vector [ + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431, + 0 0.70710925 0.70710431,0 0.70710925 0.70710431] } +} +} +] } +DEF TXFM_873 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_867 Shape { + appearance USE APP_4 + geometry DEF FACE_867 IndexedFaceSet { + coord DEF COORD_867 Coordinate { point [ + 0.46099997 -4.5390001 1.5750001,0.46099997 -4.4609997 1.5750001, + 0.421 -4.579 1.5349999,0.421 -4.579 1.5349999, + 0.46099997 -4.4609997 1.5750001,0.421 -4.4209998 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_867 Normal { vector [ + -0.70710845 0 0.70710511,-0.70710848 0 0.70710508, + -0.70710845 0 0.70710511,-0.70710845 0 0.70710511, + -0.70710848 0 0.70710508,-0.70710848 0 0.70710508] } +} +} +] } +DEF TXFM_874 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_868 Shape { + appearance USE APP_4 + geometry DEF FACE_868 IndexedFaceSet { + coord DEF COORD_868 Coordinate { point [ + 0.53899997 -4.5390001 1.5750001,0.46099997 -4.5390001 1.5750001, + 0.421 -4.579 1.5349999,0.53899997 -4.5390001 1.5750001, + 0.421 -4.579 1.5349999,0.57899999 -4.579 1.5349999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_868 Normal { vector [ + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428, + 0 -0.70710928 0.70710428,0 -0.70710928 0.70710428] } +} +} +] } +DEF TXFM_875 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_869 Shape { + appearance USE APP_4 + geometry DEF FACE_869 IndexedFaceSet { + coord DEF COORD_869 Coordinate { point [ + -0.039 -3.5390002 -0.90599999,0.039 -3.4609997 -0.90599999, + 0.039 -3.5390002 -0.90599999,-0.039 -3.4609997 -0.90599999, + 0.039 -3.4609997 -0.90599999,-0.039 -3.5390002 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_869 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_876 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_870 Shape { + appearance USE APP_4 + geometry DEF FACE_870 IndexedFaceSet { + coord DEF COORD_870 Coordinate { point [ + 0.46099997 -3.5390002 -0.90599999,0.53899997 -3.4609997 -0.90599999, + 0.53899997 -3.5390002 -0.90599999,0.46099997 -3.4609997 -0.90599999, + 0.53899997 -3.4609997 -0.90599999,0.46099997 -3.5390002 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_870 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_877 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_871 Shape { + appearance USE APP_4 + geometry DEF FACE_871 IndexedFaceSet { + coord DEF COORD_871 Coordinate { point [ + -0.039 -3.039 -0.90599999,0.039 -2.9609999 -0.90599999, + 0.039 -3.039 -0.90599999,-0.039 -2.9609999 -0.90599999, + 0.039 -2.9609999 -0.90599999,-0.039 -3.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_871 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_878 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_872 Shape { + appearance USE APP_4 + geometry DEF FACE_872 IndexedFaceSet { + coord DEF COORD_872 Coordinate { point [ + 0.46099997 -3.039 -0.90599999,0.53899997 -2.9609999 -0.90599999, + 0.53899997 -3.039 -0.90599999,0.46099997 -2.9609999 -0.90599999, + 0.53899997 -2.9609999 -0.90599999,0.46099997 -3.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_872 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_879 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_873 Shape { + appearance USE APP_4 + geometry DEF FACE_873 IndexedFaceSet { + coord DEF COORD_873 Coordinate { point [ + -0.039 -2.039 -0.90599999,0.039 -1.9609999 -0.90599999, + 0.039 -2.039 -0.90599999,-0.039 -1.9609999 -0.90599999, + 0.039 -1.9609999 -0.90599999,-0.039 -2.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_873 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_880 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_874 Shape { + appearance USE APP_4 + geometry DEF FACE_874 IndexedFaceSet { + coord DEF COORD_874 Coordinate { point [ + 0.46099997 -2.039 -0.90599999,0.53899997 -1.9609999 -0.90599999, + 0.53899997 -2.039 -0.90599999,0.46099997 -1.9609999 -0.90599999, + 0.53899997 -1.9609999 -0.90599999,0.46099997 -2.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_874 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_881 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_875 Shape { + appearance USE APP_4 + geometry DEF FACE_875 IndexedFaceSet { + coord DEF COORD_875 Coordinate { point [ + -0.039 -2.539 -0.90599999,0.039 -2.4609999 -0.90599999, + 0.039 -2.539 -0.90599999,-0.039 -2.4609999 -0.90599999, + 0.039 -2.4609999 -0.90599999,-0.039 -2.539 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_875 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_882 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_876 Shape { + appearance USE APP_4 + geometry DEF FACE_876 IndexedFaceSet { + coord DEF COORD_876 Coordinate { point [ + 0.46099997 -2.539 -0.90599999,0.53899997 -2.4609999 -0.90599999, + 0.53899997 -2.539 -0.90599999,0.46099997 -2.4609999 -0.90599999, + 0.53899997 -2.4609999 -0.90599999,0.46099997 -2.539 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_876 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_883 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_877 Shape { + appearance USE APP_4 + geometry DEF FACE_877 IndexedFaceSet { + coord DEF COORD_877 Coordinate { point [ + 0.46099997 -0.039 -0.90599999,0.53899997 0.039 -0.90599999, + 0.53899997 -0.039 -0.90599999,0.46099997 0.039 -0.90599999, + 0.53899997 0.039 -0.90599999,0.46099997 -0.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_877 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_884 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_878 Shape { + appearance USE APP_4 + geometry DEF FACE_878 IndexedFaceSet { + coord DEF COORD_878 Coordinate { point [ + -0.039 -0.039 -0.90599999,0.039 0.039 -0.90599999, + 0.039 -0.039 -0.90599999,-0.039 0.039 -0.90599999, + 0.039 0.039 -0.90599999,-0.039 -0.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_878 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_885 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_879 Shape { + appearance USE APP_4 + geometry DEF FACE_879 IndexedFaceSet { + coord DEF COORD_879 Coordinate { point [ + 0.46099997 -1.039 -0.90599999,0.53899997 -0.96100006 -0.90599999, + 0.53899997 -1.039 -0.90599999,0.46099997 -0.96100006 -0.90599999, + 0.53899997 -0.96100006 -0.90599999,0.46099997 -1.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_879 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_886 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_880 Shape { + appearance USE APP_4 + geometry DEF FACE_880 IndexedFaceSet { + coord DEF COORD_880 Coordinate { point [ + -0.039 -1.039 -0.90599999,0.039 -0.96100006 -0.90599999, + 0.039 -1.039 -0.90599999,-0.039 -0.96100006 -0.90599999, + 0.039 -0.96100006 -0.90599999,-0.039 -1.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_880 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_887 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_881 Shape { + appearance USE APP_4 + geometry DEF FACE_881 IndexedFaceSet { + coord DEF COORD_881 Coordinate { point [ + -0.039 -0.53899997 -0.90599999,0.039 -0.46099997 -0.90599999, + 0.039 -0.53899997 -0.90599999,-0.039 -0.46099997 -0.90599999, + 0.039 -0.46099997 -0.90599999,-0.039 -0.53899997 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_881 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_888 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_882 Shape { + appearance USE APP_4 + geometry DEF FACE_882 IndexedFaceSet { + coord DEF COORD_882 Coordinate { point [ + 0.46099997 -0.53899997 -0.90599999,0.53899997 -0.46099997 -0.90599999, + 0.53899997 -0.53899997 -0.90599999,0.46099997 -0.46099997 -0.90599999, + 0.53899997 -0.46099997 -0.90599999,0.46099997 -0.53899997 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_882 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_889 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_883 Shape { + appearance USE APP_4 + geometry DEF FACE_883 IndexedFaceSet { + coord DEF COORD_883 Coordinate { point [ + 0.46099997 -1.539 -0.90599999,0.53899997 -1.461 -0.90599999, + 0.53899997 -1.539 -0.90599999,0.46099997 -1.461 -0.90599999, + 0.53899997 -1.461 -0.90599999,0.46099997 -1.539 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_883 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_890 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_884 Shape { + appearance USE APP_4 + geometry DEF FACE_884 IndexedFaceSet { + coord DEF COORD_884 Coordinate { point [ + -0.039 -1.539 -0.90599999,0.039 -1.461 -0.90599999, + 0.039 -1.539 -0.90599999,-0.039 -1.461 -0.90599999, + 0.039 -1.461 -0.90599999,-0.039 -1.539 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_884 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_891 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_885 Shape { + appearance USE APP_4 + geometry DEF FACE_885 IndexedFaceSet { + coord DEF COORD_885 Coordinate { point [ + -0.039 -4.5390001 -0.90599999,0.039 -4.4609997 -0.90599999, + 0.039 -4.5390001 -0.90599999,-0.039 -4.4609997 -0.90599999, + 0.039 -4.4609997 -0.90599999,-0.039 -4.5390001 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_885 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_892 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_886 Shape { + appearance USE APP_4 + geometry DEF FACE_886 IndexedFaceSet { + coord DEF COORD_886 Coordinate { point [ + -0.039 -4.039 -0.90599999,0.039 -3.9609999 -0.90599999, + 0.039 -4.039 -0.90599999,-0.039 -3.9609999 -0.90599999, + 0.039 -3.9609999 -0.90599999,-0.039 -4.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_886 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_893 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_887 Shape { + appearance USE APP_4 + geometry DEF FACE_887 IndexedFaceSet { + coord DEF COORD_887 Coordinate { point [ + 0.46099997 -4.039 -0.90599999,0.53899997 -3.9609999 -0.90599999, + 0.53899997 -4.039 -0.90599999,0.46099997 -3.9609999 -0.90599999, + 0.53899997 -3.9609999 -0.90599999,0.46099997 -4.039 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_887 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_894 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_888 Shape { + appearance USE APP_4 + geometry DEF FACE_888 IndexedFaceSet { + coord DEF COORD_888 Coordinate { point [ + 0.46099997 -4.5390001 -0.90599999,0.53899997 -4.4609997 -0.90599999, + 0.53899997 -4.5390001 -0.90599999,0.46099997 -4.4609997 -0.90599999, + 0.53899997 -4.4609997 -0.90599999,0.46099997 -4.5390001 -0.90599999] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_888 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1] } +} +} +] } +DEF TXFM_895 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_889 Shape { + appearance USE APP_4 + geometry DEF FACE_889 IndexedFaceSet { + coord DEF COORD_889 Coordinate { point [ + 0.039 -3.4609997 1.5750001,-0.039 -3.5390002 1.5750001, + 0.039 -3.5390002 1.5750001,0.039 -3.4609997 1.5750001, + -0.039 -3.4609997 1.5750001,-0.039 -3.5390002 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_889 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_896 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_890 Shape { + appearance USE APP_4 + geometry DEF FACE_890 IndexedFaceSet { + coord DEF COORD_890 Coordinate { point [ + 0.53899997 -3.4609997 1.5750001,0.46099997 -3.5390002 1.5750001, + 0.53899997 -3.5390002 1.5750001,0.53899997 -3.4609997 1.5750001, + 0.46099997 -3.4609997 1.5750001,0.46099997 -3.5390002 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_890 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_897 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_891 Shape { + appearance USE APP_4 + geometry DEF FACE_891 IndexedFaceSet { + coord DEF COORD_891 Coordinate { point [ + 0.039 -2.9609999 1.5750001,-0.039 -3.039 1.5750001, + 0.039 -3.039 1.5750001,0.039 -2.9609999 1.5750001, + -0.039 -2.9609999 1.5750001,-0.039 -3.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_891 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_898 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_892 Shape { + appearance USE APP_4 + geometry DEF FACE_892 IndexedFaceSet { + coord DEF COORD_892 Coordinate { point [ + 0.53899997 -2.9609999 1.5750001,0.46099997 -3.039 1.5750001, + 0.53899997 -3.039 1.5750001,0.53899997 -2.9609999 1.5750001, + 0.46099997 -2.9609999 1.5750001,0.46099997 -3.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_892 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_899 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_893 Shape { + appearance USE APP_4 + geometry DEF FACE_893 IndexedFaceSet { + coord DEF COORD_893 Coordinate { point [ + 0.039 -1.9609999 1.5750001,-0.039 -2.039 1.5750001, + 0.039 -2.039 1.5750001,0.039 -1.9609999 1.5750001, + -0.039 -1.9609999 1.5750001,-0.039 -2.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_893 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_900 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_894 Shape { + appearance USE APP_4 + geometry DEF FACE_894 IndexedFaceSet { + coord DEF COORD_894 Coordinate { point [ + 0.53899997 -1.9609999 1.5750001,0.46099997 -2.039 1.5750001, + 0.53899997 -2.039 1.5750001,0.53899997 -1.9609999 1.5750001, + 0.46099997 -1.9609999 1.5750001,0.46099997 -2.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_894 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_901 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_895 Shape { + appearance USE APP_4 + geometry DEF FACE_895 IndexedFaceSet { + coord DEF COORD_895 Coordinate { point [ + 0.039 -2.4609999 1.5750001,-0.039 -2.539 1.5750001, + 0.039 -2.539 1.5750001,0.039 -2.4609999 1.5750001, + -0.039 -2.4609999 1.5750001,-0.039 -2.539 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_895 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_902 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_896 Shape { + appearance USE APP_4 + geometry DEF FACE_896 IndexedFaceSet { + coord DEF COORD_896 Coordinate { point [ + 0.53899997 -2.4609999 1.5750001,0.46099997 -2.539 1.5750001, + 0.53899997 -2.539 1.5750001,0.53899997 -2.4609999 1.5750001, + 0.46099997 -2.4609999 1.5750001,0.46099997 -2.539 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_896 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_903 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_897 Shape { + appearance USE APP_4 + geometry DEF FACE_897 IndexedFaceSet { + coord DEF COORD_897 Coordinate { point [ + 0.53899997 0.039 1.5750001,0.46099997 -0.039 1.5750001, + 0.53899997 -0.039 1.5750001,0.53899997 0.039 1.5750001, + 0.46099997 0.039 1.5750001,0.46099997 -0.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_897 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_904 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_898 Shape { + appearance USE APP_4 + geometry DEF FACE_898 IndexedFaceSet { + coord DEF COORD_898 Coordinate { point [ + 0.039 0.039 1.5750001,-0.039 -0.039 1.5750001, + 0.039 -0.039 1.5750001,0.039 0.039 1.5750001, + -0.039 0.039 1.5750001,-0.039 -0.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_898 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_905 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_899 Shape { + appearance USE APP_4 + geometry DEF FACE_899 IndexedFaceSet { + coord DEF COORD_899 Coordinate { point [ + 0.53899997 -0.96100006 1.5750001,0.46099997 -1.039 1.5750001, + 0.53899997 -1.039 1.5750001,0.53899997 -0.96100006 1.5750001, + 0.46099997 -0.96100006 1.5750001,0.46099997 -1.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_899 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_906 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_900 Shape { + appearance USE APP_4 + geometry DEF FACE_900 IndexedFaceSet { + coord DEF COORD_900 Coordinate { point [ + 0.039 -0.96100006 1.5750001,-0.039 -1.039 1.5750001, + 0.039 -1.039 1.5750001,0.039 -0.96100006 1.5750001, + -0.039 -0.96100006 1.5750001,-0.039 -1.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_900 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_907 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_901 Shape { + appearance USE APP_4 + geometry DEF FACE_901 IndexedFaceSet { + coord DEF COORD_901 Coordinate { point [ + 0.039 -0.46099997 1.5750001,-0.039 -0.53899997 1.5750001, + 0.039 -0.53899997 1.5750001,0.039 -0.46099997 1.5750001, + -0.039 -0.46099997 1.5750001,-0.039 -0.53899997 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_901 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_908 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_902 Shape { + appearance USE APP_4 + geometry DEF FACE_902 IndexedFaceSet { + coord DEF COORD_902 Coordinate { point [ + 0.53899997 -0.46099997 1.5750001,0.46099997 -0.53899997 1.5750001, + 0.53899997 -0.53899997 1.5750001,0.53899997 -0.46099997 1.5750001, + 0.46099997 -0.46099997 1.5750001,0.46099997 -0.53899997 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_902 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_909 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_903 Shape { + appearance USE APP_4 + geometry DEF FACE_903 IndexedFaceSet { + coord DEF COORD_903 Coordinate { point [ + 0.53899997 -1.461 1.5750001,0.46099997 -1.539 1.5750001, + 0.53899997 -1.539 1.5750001,0.53899997 -1.461 1.5750001, + 0.46099997 -1.461 1.5750001,0.46099997 -1.539 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_903 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_910 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_904 Shape { + appearance USE APP_4 + geometry DEF FACE_904 IndexedFaceSet { + coord DEF COORD_904 Coordinate { point [ + 0.039 -1.461 1.5750001,-0.039 -1.539 1.5750001, + 0.039 -1.539 1.5750001,0.039 -1.461 1.5750001, + -0.039 -1.461 1.5750001,-0.039 -1.539 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_904 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_911 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_905 Shape { + appearance USE APP_4 + geometry DEF FACE_905 IndexedFaceSet { + coord DEF COORD_905 Coordinate { point [ + 0.039 -4.4609997 1.5750001,-0.039 -4.5390001 1.5750001, + 0.039 -4.5390001 1.5750001,0.039 -4.4609997 1.5750001, + -0.039 -4.4609997 1.5750001,-0.039 -4.5390001 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_905 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_912 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_906 Shape { + appearance USE APP_4 + geometry DEF FACE_906 IndexedFaceSet { + coord DEF COORD_906 Coordinate { point [ + 0.039 -3.9609999 1.5750001,-0.039 -4.039 1.5750001, + 0.039 -4.039 1.5750001,0.039 -3.9609999 1.5750001, + -0.039 -3.9609999 1.5750001,-0.039 -4.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_906 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_913 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_907 Shape { + appearance USE APP_4 + geometry DEF FACE_907 IndexedFaceSet { + coord DEF COORD_907 Coordinate { point [ + 0.53899997 -3.9609999 1.5750001,0.46099997 -4.039 1.5750001, + 0.53899997 -4.039 1.5750001,0.53899997 -3.9609999 1.5750001, + 0.46099997 -3.9609999 1.5750001,0.46099997 -4.039 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_907 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +DEF TXFM_914 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_908 Shape { + appearance USE APP_4 + geometry DEF FACE_908 IndexedFaceSet { + coord DEF COORD_908 Coordinate { point [ + 0.53899997 -4.4609997 1.5750001,0.46099997 -4.5390001 1.5750001, + 0.53899997 -4.5390001 1.5750001,0.53899997 -4.4609997 1.5750001, + 0.46099997 -4.4609997 1.5750001,0.46099997 -4.5390001 1.5750001] } + coordIndex [ + 0,1,2,-1,3,4,5,-1] + normalPerVertex TRUE + normal DEF NORM_908 Normal { vector [ + 0 0 1,0 0 1, + 0 0 1,0 0 1, + 0 0 1,0 0 1] } +} +} +] } +] } +] } +DEF TXFM_915 Transform { + center 0 0 0 + rotation 0 1 0 3.1415927 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 5.75 -11.48686 -0.31496063 + children [ +USE TXFM_490 +] } +DEF TXFM_916 Transform { + center 0 0 0 + rotation 0 0 1 0 + scale 1 1 1 + scaleOrientation 0 0 1 0 + translation 0 0 0 + children [ +DEF SHAPE_909 Shape { + appearance DEF APP_5 Appearance { + material Material { + ambientIntensity 1 + diffuseColor 0.43000001 0.44999999 0.30000001 + emissiveColor 0 0 0 + shininess 0.0099999998 + specularColor 0.48699999 0.505 0.37 + transparency 0.1 +} } + geometry DEF FACE_909 IndexedFaceSet { + coord DEF COORD_909 Coordinate { point [ + 1.9488189 14.116486 0.31003937,1.9336847 14.040402 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308,303,302,-1,308,302,296,-1,311,310,316,-1,311,316,312,-1,312,316,315,-1,312,315,313,-1,313,315,314,-1,320,319,318,-1, + 320,318,321,-1,321,318,317,-1,321,317,322,-1,322,317,316,-1,322,316,310,-1,322,310,323,-1,308,296,309,-1,294,282,295,-1, + 280,268,281,-1,167,169,168,-1,200,202,201,-1,208,210,209,-1,216,231,217,-1,103,105,104,-1,111,126,112,-1,185,187,186,-1, + 83,70,88,-1,2,4,3,-1,12,0,17,-1] + normalPerVertex TRUE + normal DEF NORM_916 Normal { vector [ + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 -1,0 0 -1, + 0 0 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this.convert(t,e,this.workingColorSpace)}},ni={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},si={r:0,g:0,b:0},ri={h:0,s:0,l:0},ai={h:0,s:0,l:0};function oi(t,e,i){return i<0&&(i+=1),i>1&&(i-=1),i<1/6?t+6*(e-t)*i:i<.5?e:i<2/3?t+6*(e-t)*(2/3-i):t}function li(t,e){return e.r=t.r,e.g=t.g,e.b=t.b,e}class hi{constructor(t,e,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===i?this.set(t):this.setRGB(t,e,i)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=Se){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,ii.toWorkingColorSpace(this,e),this}setRGB(t,e,i,n=ii.workingColorSpace){return this.r=t,this.g=e,this.b=i,ii.toWorkingColorSpace(this,n),this}setHSL(t,e,i,n=ii.workingColorSpace){if(t=Oe(t,1),e=ke(e,0,1),i=ke(i,0,1),0===e)this.r=this.g=this.b=i;else{const n=i<=.5?i*(1+e):i+e-i*e,s=2*i-n;this.r=oi(s,n,t+1/3),this.g=oi(s,n,t),this.b=oi(s,n,t-1/3)}return ii.toWorkingColorSpace(this,n),this}setStyle(t,e=Se){function i(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const s=n[1],r=n[2];switch(s){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,ii.toWorkingColorSpace(this,e),i(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,ii.toWorkingColorSpace(this,e),i(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r)){const n=parseFloat(t[1])/360,s=parseFloat(t[2])/100,r=parseFloat(t[3])/100;return i(t[4]),this.setHSL(n,s,r,e)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],i=t.length;if(3===i)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,ii.toWorkingColorSpace(this,e),this;if(6===i)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,ii.toWorkingColorSpace(this,e),this}return t&&t.length>0?this.setColorName(t,e):this}setColorName(t,e=Se){const i=ni[t.toLowerCase()];return void 0!==i?this.setHex(i,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=Ze(t.r),this.g=Ze(t.g),this.b=Ze(t.b),this}copyLinearToSRGB(t){return this.r=ti(t.r),this.g=ti(t.g),this.b=ti(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=Se){return ii.fromWorkingColorSpace(li(this,si),t),ke(255*si.r,0,255)<<16^ke(255*si.g,0,255)<<8^ke(255*si.b,0,255)<<0}getHexString(t=Se){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=ii.workingColorSpace){ii.fromWorkingColorSpace(li(this,si),e);const i=si.r,n=si.g,s=si.b,r=Math.max(i,n,s),a=Math.min(i,n,s);let o,l;const h=(a+r)/2;if(a===r)o=0,l=0;else{const t=r-a;switch(l=h<=.5?t/(r+a):t/(2-r-a),r){case i:o=(n-s)/t+(n2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=$e("canvas");e.width=t.width,e.height=t.height;const i=e.getContext("2d");i.drawImage(t,0,0,t.width,t.height);const n=i.getImageData(0,0,t.width,t.height),s=n.data;for(let t=0;t0&&(i.userData=this.userData),e||(t.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(300!==this.mapping)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case nt:t.x=t.x-Math.floor(t.x);break;case st:t.x=t.x<0?0:1;break;case rt:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case nt:t.y=t.y-Math.floor(t.y);break;case st:t.y=t.y<0?0:1;break;case rt:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}}mi.DEFAULT_IMAGE=null,mi.DEFAULT_MAPPING=300,mi.DEFAULT_ANISOTROPY=1;class gi{constructor(t=0,e=0,i=0,n=1){gi.prototype.isVector4=!0,this.x=t,this.y=e,this.z=i,this.w=n}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,i,n){return this.x=t,this.y=e,this.z=i,this.w=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,s=this.w,r=t.elements;return this.x=r[0]*e+r[4]*i+r[8]*n+r[12]*s,this.y=r[1]*e+r[5]*i+r[9]*n+r[13]*s,this.z=r[2]*e+r[6]*i+r[10]*n+r[14]*s,this.w=r[3]*e+r[7]*i+r[11]*n+r[15]*s,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,i,n,s;const r=.01,a=.1,o=t.elements,l=o[0],h=o[4],c=o[8],u=o[1],d=o[5],A=o[9],p=o[2],m=o[6],g=o[10];if(Math.abs(h-u)o&&t>f?tf?o=0?1:-1,n=1-e*e;if(n>Number.EPSILON){const s=Math.sqrt(n),r=Math.atan2(s,e*i);t=Math.sin(t*r)/s,a=Math.sin(a*r)/s}const s=a*i;if(o=o*t+u*s,l=l*t+d*s,h=h*t+A*s,c=c*t+p*s,t===1-a){const t=1/Math.sqrt(o*o+l*l+h*h+c*c);o*=t,l*=t,h*=t,c*=t}}t[e]=o,t[e+1]=l,t[e+2]=h,t[e+3]=c}static multiplyQuaternionsFlat(t,e,i,n,s,r){const a=i[n],o=i[n+1],l=i[n+2],h=i[n+3],c=s[r],u=s[r+1],d=s[r+2],A=s[r+3];return t[e]=a*A+h*c+o*d-l*u,t[e+1]=o*A+h*u+l*c-a*d,t[e+2]=l*A+h*d+a*u-o*c,t[e+3]=h*A-a*c-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,i,n){return this._x=t,this._y=e,this._z=i,this._w=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){const i=t._x,n=t._y,s=t._z,r=t._order,a=Math.cos,o=Math.sin,l=a(i/2),h=a(n/2),c=a(s/2),u=o(i/2),d=o(n/2),A=o(s/2);switch(r){case"XYZ":this._x=u*h*c+l*d*A,this._y=l*d*c-u*h*A,this._z=l*h*A+u*d*c,this._w=l*h*c-u*d*A;break;case"YXZ":this._x=u*h*c+l*d*A,this._y=l*d*c-u*h*A,this._z=l*h*A-u*d*c,this._w=l*h*c+u*d*A;break;case"ZXY":this._x=u*h*c-l*d*A,this._y=l*d*c+u*h*A,this._z=l*h*A+u*d*c,this._w=l*h*c-u*d*A;break;case"ZYX":this._x=u*h*c-l*d*A,this._y=l*d*c+u*h*A,this._z=l*h*A-u*d*c,this._w=l*h*c+u*d*A;break;case"YZX":this._x=u*h*c+l*d*A,this._y=l*d*c+u*h*A,this._z=l*h*A-u*d*c,this._w=l*h*c-u*d*A;break;case"XZY":this._x=u*h*c-l*d*A,this._y=l*d*c-u*h*A,this._z=l*h*A+u*d*c,this._w=l*h*c+u*d*A;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+r)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const i=e/2,n=Math.sin(i);return this._x=t.x*n,this._y=t.y*n,this._z=t.z*n,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,i=e[0],n=e[4],s=e[8],r=e[1],a=e[5],o=e[9],l=e[2],h=e[6],c=e[10],u=i+a+c;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(h-o)*t,this._y=(s-l)*t,this._z=(r-n)*t}else if(i>a&&i>c){const t=2*Math.sqrt(1+i-a-c);this._w=(h-o)/t,this._x=.25*t,this._y=(n+r)/t,this._z=(s+l)/t}else if(a>c){const t=2*Math.sqrt(1+a-i-c);this._w=(s-l)/t,this._x=(n+r)/t,this._y=.25*t,this._z=(o+h)/t}else{const t=2*Math.sqrt(1+c-i-a);this._w=(r-n)/t,this._x=(s+l)/t,this._y=(o+h)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let i=t.dot(e)+1;return iMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=i):(this._x=0,this._y=-t.z,this._z=t.y,this._w=i)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=i),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(ke(this.dot(t),-1,1)))}rotateTowards(t,e){const i=this.angleTo(t);if(0===i)return this;const n=Math.min(1,e/i);return this.slerp(t,n),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const i=t._x,n=t._y,s=t._z,r=t._w,a=e._x,o=e._y,l=e._z,h=e._w;return this._x=i*h+r*a+n*l-s*o,this._y=n*h+r*o+s*a-i*l,this._z=s*h+r*l+i*o-n*a,this._w=r*h-i*a-n*o-s*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const i=this._x,n=this._y,s=this._z,r=this._w;let a=r*t._w+i*t._x+n*t._y+s*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=r,this._x=i,this._y=n,this._z=s,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*r+e*this._w,this._x=t*i+e*this._x,this._y=t*n+e*this._y,this._z=t*s+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),h=Math.atan2(l,a),c=Math.sin((1-e)*h)/l,u=Math.sin(e*h)/l;return this._w=r*c+this._w*u,this._x=i*c+this._x*u,this._y=n*c+this._y*u,this._z=s*c+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,i){return this.copy(t).slerp(e,i)}random(){const t=Math.random(),e=Math.sqrt(1-t),i=Math.sqrt(t),n=2*Math.PI*Math.random(),s=2*Math.PI*Math.random();return this.set(e*Math.cos(n),i*Math.sin(s),i*Math.cos(s),e*Math.sin(n))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class _i{constructor(t=0,e=0,i=0){_i.prototype.isVector3=!0,this.x=t,this.y=e,this.z=i}set(t,e,i){return void 0===i&&(i=this.z),this.x=t,this.y=e,this.z=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(wi.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(wi.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,i=this.y,n=this.z,s=t.elements;return this.x=s[0]*e+s[3]*i+s[6]*n,this.y=s[1]*e+s[4]*i+s[7]*n,this.z=s[2]*e+s[5]*i+s[8]*n,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,s=t.elements,r=1/(s[3]*e+s[7]*i+s[11]*n+s[15]);return this.x=(s[0]*e+s[4]*i+s[8]*n+s[12])*r,this.y=(s[1]*e+s[5]*i+s[9]*n+s[13])*r,this.z=(s[2]*e+s[6]*i+s[10]*n+s[14])*r,this}applyQuaternion(t){const e=this.x,i=this.y,n=this.z,s=t.x,r=t.y,a=t.z,o=t.w,l=o*e+r*n-a*i,h=o*i+a*e-s*n,c=o*n+s*i-r*e,u=-s*e-r*i-a*n;return this.x=l*o+u*-s+h*-a-c*-r,this.y=h*o+u*-r+c*-s-l*-a,this.z=c*o+u*-a+l*-r-h*-s,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,i=this.y,n=this.z,s=t.elements;return this.x=s[0]*e+s[4]*i+s[8]*n,this.y=s[1]*e+s[5]*i+s[9]*n,this.z=s[2]*e+s[6]*i+s[10]*n,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){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}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const i=t.x,n=t.y,s=t.z,r=e.x,a=e.y,o=e.z;return this.x=n*o-s*a,this.y=s*r-i*o,this.z=i*a-n*r,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const i=t.dot(this)/e;return this.copy(t).multiplyScalar(i)}projectOnPlane(t){return Ei.copy(this).projectOnVector(t),this.sub(Ei)}reflect(t){return this.sub(Ei.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const i=this.dot(t)/e;return Math.acos(ke(i,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y,n=this.z-t.z;return e*e+i*i+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,i){const n=Math.sin(e)*t;return this.x=n*Math.sin(i),this.y=Math.cos(e)*t,this.z=n*Math.cos(i),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,i){return this.x=t*Math.sin(e),this.y=i,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),i=this.setFromMatrixColumn(t,1).length(),n=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=i,this.z=n,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,i=Math.sqrt(1-t**2);return this.x=i*Math.cos(e),this.y=i*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const Ei=new _i,wi=new xi;class Ci{constructor(t=new _i(1/0,1/0,1/0),e=new _i(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,i=1/0,n=1/0,s=-1/0,r=-1/0,a=-1/0;for(let o=0,l=t.length;os&&(s=l),h>r&&(r=h),c>a&&(a=c)}return this.min.set(e,i,n),this.max.set(s,r,a),this}setFromBufferAttribute(t){let e=1/0,i=1/0,n=1/0,s=-1/0,r=-1/0,a=-1/0;for(let o=0,l=t.count;os&&(s=l),h>r&&(r=h),c>a&&(a=c)}return this.min.set(e,i,n),this.max.set(s,r,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,Ii),Ii.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,i;return t.normal.x>0?(e=t.normal.x*this.min.x,i=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,i=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,i+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,i+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,i+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,i+=t.normal.z*this.min.z),e<=-t.constant&&i>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(Qi),Pi.subVectors(this.max,Qi),Mi.subVectors(t.a,Qi),Bi.subVectors(t.b,Qi),Ti.subVectors(t.c,Qi),Ri.subVectors(Bi,Mi),Di.subVectors(Ti,Bi),Li.subVectors(Mi,Ti);let e=[0,-Ri.z,Ri.y,0,-Di.z,Di.y,0,-Li.z,Li.y,Ri.z,0,-Ri.x,Di.z,0,-Di.x,Li.z,0,-Li.x,-Ri.y,Ri.x,0,-Di.y,Di.x,0,-Li.y,Li.x,0];return!!Ui(e,Mi,Bi,Ti,Pi)&&(e=[1,0,0,0,1,0,0,0,1],!!Ui(e,Mi,Bi,Ti,Pi)&&(Fi.crossVectors(Ri,Di),e=[Fi.x,Fi.y,Fi.z],Ui(e,Mi,Bi,Ti,Pi)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return Ii.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return this.getCenter(t.center),t.radius=.5*this.getSize(Ii).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(bi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),bi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),bi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),bi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),bi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),bi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),bi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),bi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(bi)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const bi=[new _i,new _i,new _i,new _i,new _i,new _i,new _i,new _i],Ii=new _i,Si=new Ci,Mi=new _i,Bi=new _i,Ti=new _i,Ri=new _i,Di=new _i,Li=new _i,Qi=new _i,Pi=new _i,Fi=new _i,Ni=new _i;function Ui(t,e,i,n,s){for(let r=0,a=t.length-3;r<=a;r+=3){Ni.fromArray(t,r);const a=s.x*Math.abs(Ni.x)+s.y*Math.abs(Ni.y)+s.z*Math.abs(Ni.z),o=e.dot(Ni),l=i.dot(Ni),h=n.dot(Ni);if(Math.max(-Math.max(o,l,h),Math.min(o,l,h))>a)return!1}return!0}const ki=new Ci,Oi=new _i,Gi=new _i;class zi{constructor(t=new _i,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const i=this.center;void 0!==e?i.copy(e):ki.setFromPoints(t).getCenter(i);let n=0;for(let e=0,s=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;Oi.subVectors(t,this.center);const e=Oi.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),i=.5*(t-this.radius);this.center.addScaledVector(Oi,i/t),this.radius+=i}return this}union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(Gi.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Oi.copy(t.center).add(Gi)),this.expandByPoint(Oi.copy(t.center).sub(Gi))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Hi=new _i,Vi=new _i,Wi=new _i,qi=new _i,ji=new _i,Yi=new _i,Ji=new _i;class Xi{constructor(t=new _i,e=new _i(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Hi)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const i=e.dot(this.direction);return i<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(i).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Hi.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Hi.copy(this.direction).multiplyScalar(e).add(this.origin),Hi.distanceToSquared(t))}distanceSqToSegment(t,e,i,n){Vi.copy(t).add(e).multiplyScalar(.5),Wi.copy(e).sub(t).normalize(),qi.copy(this.origin).sub(Vi);const s=.5*t.distanceTo(e),r=-this.direction.dot(Wi),a=qi.dot(this.direction),o=-qi.dot(Wi),l=qi.lengthSq(),h=Math.abs(1-r*r);let c,u,d,A;if(h>0)if(c=r*o-a,u=r*a-o,A=s*h,c>=0)if(u>=-A)if(u<=A){const t=1/h;c*=t,u*=t,d=c*(c+r*u+2*a)+u*(r*c+u+2*o)+l}else u=s,c=Math.max(0,-(r*u+a)),d=-c*c+u*(u+2*o)+l;else u=-s,c=Math.max(0,-(r*u+a)),d=-c*c+u*(u+2*o)+l;else u<=-A?(c=Math.max(0,-(-r*s+a)),u=c>0?-s:Math.min(Math.max(-s,-o),s),d=-c*c+u*(u+2*o)+l):u<=A?(c=0,u=Math.min(Math.max(-s,-o),s),d=u*(u+2*o)+l):(c=Math.max(0,-(r*s+a)),u=c>0?s:Math.min(Math.max(-s,-o),s),d=-c*c+u*(u+2*o)+l);else u=r>0?-s:s,c=Math.max(0,-(r*u+a)),d=-c*c+u*(u+2*o)+l;return i&&i.copy(this.direction).multiplyScalar(c).add(this.origin),n&&n.copy(Wi).multiplyScalar(u).add(Vi),d}intersectSphere(t,e){Hi.subVectors(t.center,this.origin);const i=Hi.dot(this.direction),n=Hi.dot(Hi)-i*i,s=t.radius*t.radius;if(n>s)return null;const r=Math.sqrt(s-n),a=i-r,o=i+r;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const i=-(this.origin.dot(t.normal)+t.constant)/e;return i>=0?i:null}intersectPlane(t,e){const i=this.distanceToPlane(t);return null===i?null:this.at(i,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let i,n,s,r,a,o;const l=1/this.direction.x,h=1/this.direction.y,c=1/this.direction.z,u=this.origin;return l>=0?(i=(t.min.x-u.x)*l,n=(t.max.x-u.x)*l):(i=(t.max.x-u.x)*l,n=(t.min.x-u.x)*l),h>=0?(s=(t.min.y-u.y)*h,r=(t.max.y-u.y)*h):(s=(t.max.y-u.y)*h,r=(t.min.y-u.y)*h),i>r||s>n?null:((s>i||isNaN(i))&&(i=s),(r=0?(a=(t.min.z-u.z)*c,o=(t.max.z-u.z)*c):(a=(t.max.z-u.z)*c,o=(t.min.z-u.z)*c),i>o||a>n?null:((a>i||i!=i)&&(i=a),(o=0?i:n,e)))}intersectsBox(t){return null!==this.intersectBox(t,Hi)}intersectTriangle(t,e,i,n,s){ji.subVectors(e,t),Yi.subVectors(i,t),Ji.crossVectors(ji,Yi);let r,a=this.direction.dot(Ji);if(a>0){if(n)return null;r=1}else{if(!(a<0))return null;r=-1,a=-a}qi.subVectors(this.origin,t);const o=r*this.direction.dot(Yi.crossVectors(qi,Yi));if(o<0)return null;const l=r*this.direction.dot(ji.cross(qi));if(l<0)return null;if(o+l>a)return null;const h=-r*qi.dot(Ji);return h<0?null:this.at(h/a,s)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Ki{constructor(){Ki.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(t,e,i,n,s,r,a,o,l,h,c,u,d,A,p,m){const g=this.elements;return g[0]=t,g[4]=e,g[8]=i,g[12]=n,g[1]=s,g[5]=r,g[9]=a,g[13]=o,g[2]=l,g[6]=h,g[10]=c,g[14]=u,g[3]=d,g[7]=A,g[11]=p,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new Ki).fromArray(this.elements)}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],e[9]=i[9],e[10]=i[10],e[11]=i[11],e[12]=i[12],e[13]=i[13],e[14]=i[14],e[15]=i[15],this}copyPosition(t){const e=this.elements,i=t.elements;return e[12]=i[12],e[13]=i[13],e[14]=i[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,i){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(t,e,i){return this.set(t.x,e.x,i.x,0,t.y,e.y,i.y,0,t.z,e.z,i.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,i=t.elements,n=1/$i.setFromMatrixColumn(t,0).length(),s=1/$i.setFromMatrixColumn(t,1).length(),r=1/$i.setFromMatrixColumn(t,2).length();return e[0]=i[0]*n,e[1]=i[1]*n,e[2]=i[2]*n,e[3]=0,e[4]=i[4]*s,e[5]=i[5]*s,e[6]=i[6]*s,e[7]=0,e[8]=i[8]*r,e[9]=i[9]*r,e[10]=i[10]*r,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,i=t.x,n=t.y,s=t.z,r=Math.cos(i),a=Math.sin(i),o=Math.cos(n),l=Math.sin(n),h=Math.cos(s),c=Math.sin(s);if("XYZ"===t.order){const t=r*h,i=r*c,n=a*h,s=a*c;e[0]=o*h,e[4]=-o*c,e[8]=l,e[1]=i+n*l,e[5]=t-s*l,e[9]=-a*o,e[2]=s-t*l,e[6]=n+i*l,e[10]=r*o}else if("YXZ"===t.order){const t=o*h,i=o*c,n=l*h,s=l*c;e[0]=t+s*a,e[4]=n*a-i,e[8]=r*l,e[1]=r*c,e[5]=r*h,e[9]=-a,e[2]=i*a-n,e[6]=s+t*a,e[10]=r*o}else if("ZXY"===t.order){const t=o*h,i=o*c,n=l*h,s=l*c;e[0]=t-s*a,e[4]=-r*c,e[8]=n+i*a,e[1]=i+n*a,e[5]=r*h,e[9]=s-t*a,e[2]=-r*l,e[6]=a,e[10]=r*o}else if("ZYX"===t.order){const t=r*h,i=r*c,n=a*h,s=a*c;e[0]=o*h,e[4]=n*l-i,e[8]=t*l+s,e[1]=o*c,e[5]=s*l+t,e[9]=i*l-n,e[2]=-l,e[6]=a*o,e[10]=r*o}else if("YZX"===t.order){const t=r*o,i=r*l,n=a*o,s=a*l;e[0]=o*h,e[4]=s-t*c,e[8]=n*c+i,e[1]=c,e[5]=r*h,e[9]=-a*h,e[2]=-l*h,e[6]=i*c+n,e[10]=t-s*c}else if("XZY"===t.order){const t=r*o,i=r*l,n=a*o,s=a*l;e[0]=o*h,e[4]=-c,e[8]=l*h,e[1]=t*c+s,e[5]=r*h,e[9]=i*c-n,e[2]=n*c-i,e[6]=a*h,e[10]=s*c+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(tn,t,en)}lookAt(t,e,i){const n=this.elements;return rn.subVectors(t,e),0===rn.lengthSq()&&(rn.z=1),rn.normalize(),nn.crossVectors(i,rn),0===nn.lengthSq()&&(1===Math.abs(i.z)?rn.x+=1e-4:rn.z+=1e-4,rn.normalize(),nn.crossVectors(i,rn)),nn.normalize(),sn.crossVectors(rn,nn),n[0]=nn.x,n[4]=sn.x,n[8]=rn.x,n[1]=nn.y,n[5]=sn.y,n[9]=rn.y,n[2]=nn.z,n[6]=sn.z,n[10]=rn.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,s=this.elements,r=i[0],a=i[4],o=i[8],l=i[12],h=i[1],c=i[5],u=i[9],d=i[13],A=i[2],p=i[6],m=i[10],g=i[14],f=i[3],v=i[7],y=i[11],x=i[15],_=n[0],E=n[4],w=n[8],C=n[12],b=n[1],I=n[5],S=n[9],M=n[13],B=n[2],T=n[6],R=n[10],D=n[14],L=n[3],Q=n[7],P=n[11],F=n[15];return s[0]=r*_+a*b+o*B+l*L,s[4]=r*E+a*I+o*T+l*Q,s[8]=r*w+a*S+o*R+l*P,s[12]=r*C+a*M+o*D+l*F,s[1]=h*_+c*b+u*B+d*L,s[5]=h*E+c*I+u*T+d*Q,s[9]=h*w+c*S+u*R+d*P,s[13]=h*C+c*M+u*D+d*F,s[2]=A*_+p*b+m*B+g*L,s[6]=A*E+p*I+m*T+g*Q,s[10]=A*w+p*S+m*R+g*P,s[14]=A*C+p*M+m*D+g*F,s[3]=f*_+v*b+y*B+x*L,s[7]=f*E+v*I+y*T+x*Q,s[11]=f*w+v*S+y*R+x*P,s[15]=f*C+v*M+y*D+x*F,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[4],n=t[8],s=t[12],r=t[1],a=t[5],o=t[9],l=t[13],h=t[2],c=t[6],u=t[10],d=t[14];return t[3]*(+s*o*c-n*l*c-s*a*u+i*l*u+n*a*d-i*o*d)+t[7]*(+e*o*d-e*l*u+s*r*u-n*r*d+n*l*h-s*o*h)+t[11]*(+e*l*c-e*a*d-s*r*c+i*r*d+s*a*h-i*l*h)+t[15]*(-n*a*h-e*o*c+e*a*u+n*r*c-i*r*u+i*o*h)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,i){const n=this.elements;return t.isVector3?(n[12]=t.x,n[13]=t.y,n[14]=t.z):(n[12]=t,n[13]=e,n[14]=i),this}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],s=t[3],r=t[4],a=t[5],o=t[6],l=t[7],h=t[8],c=t[9],u=t[10],d=t[11],A=t[12],p=t[13],m=t[14],g=t[15],f=c*m*l-p*u*l+p*o*d-a*m*d-c*o*g+a*u*g,v=A*u*l-h*m*l-A*o*d+r*m*d+h*o*g-r*u*g,y=h*p*l-A*c*l+A*a*d-r*p*d-h*a*g+r*c*g,x=A*c*o-h*p*o-A*a*u+r*p*u+h*a*m-r*c*m,_=e*f+i*v+n*y+s*x;if(0===_)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const E=1/_;return t[0]=f*E,t[1]=(p*u*s-c*m*s-p*n*d+i*m*d+c*n*g-i*u*g)*E,t[2]=(a*m*s-p*o*s+p*n*l-i*m*l-a*n*g+i*o*g)*E,t[3]=(c*o*s-a*u*s-c*n*l+i*u*l+a*n*d-i*o*d)*E,t[4]=v*E,t[5]=(h*m*s-A*u*s+A*n*d-e*m*d-h*n*g+e*u*g)*E,t[6]=(A*o*s-r*m*s-A*n*l+e*m*l+r*n*g-e*o*g)*E,t[7]=(r*u*s-h*o*s+h*n*l-e*u*l-r*n*d+e*o*d)*E,t[8]=y*E,t[9]=(A*c*s-h*p*s-A*i*d+e*p*d+h*i*g-e*c*g)*E,t[10]=(r*p*s-A*a*s+A*i*l-e*p*l-r*i*g+e*a*g)*E,t[11]=(h*a*s-r*c*s-h*i*l+e*c*l+r*i*d-e*a*d)*E,t[12]=x*E,t[13]=(h*p*n-A*c*n+A*i*u-e*p*u-h*i*m+e*c*m)*E,t[14]=(A*a*n-r*p*n-A*i*o+e*p*o+r*i*m-e*a*m)*E,t[15]=(r*c*n-h*a*n+h*i*o-e*c*o-r*i*u+e*a*u)*E,this}scale(t){const e=this.elements,i=t.x,n=t.y,s=t.z;return e[0]*=i,e[4]*=n,e[8]*=s,e[1]*=i,e[5]*=n,e[9]*=s,e[2]*=i,e[6]*=n,e[10]*=s,e[3]*=i,e[7]*=n,e[11]*=s,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],i=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],n=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,i,n))}makeTranslation(t,e,i){return this.set(1,0,0,t,0,1,0,e,0,0,1,i,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),i=Math.sin(t);return this.set(1,0,0,0,0,e,-i,0,0,i,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,0,i,0,0,1,0,0,-i,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,0,i,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const i=Math.cos(e),n=Math.sin(e),s=1-i,r=t.x,a=t.y,o=t.z,l=s*r,h=s*a;return this.set(l*r+i,l*a-n*o,l*o+n*a,0,l*a+n*o,h*a+i,h*o-n*r,0,l*o-n*a,h*o+n*r,s*o*o+i,0,0,0,0,1),this}makeScale(t,e,i){return this.set(t,0,0,0,0,e,0,0,0,0,i,0,0,0,0,1),this}makeShear(t,e,i,n,s,r){return this.set(1,i,s,0,t,1,r,0,e,n,1,0,0,0,0,1),this}compose(t,e,i){const n=this.elements,s=e._x,r=e._y,a=e._z,o=e._w,l=s+s,h=r+r,c=a+a,u=s*l,d=s*h,A=s*c,p=r*h,m=r*c,g=a*c,f=o*l,v=o*h,y=o*c,x=i.x,_=i.y,E=i.z;return n[0]=(1-(p+g))*x,n[1]=(d+y)*x,n[2]=(A-v)*x,n[3]=0,n[4]=(d-y)*_,n[5]=(1-(u+g))*_,n[6]=(m+f)*_,n[7]=0,n[8]=(A+v)*E,n[9]=(m-f)*E,n[10]=(1-(u+p))*E,n[11]=0,n[12]=t.x,n[13]=t.y,n[14]=t.z,n[15]=1,this}decompose(t,e,i){const n=this.elements;let s=$i.set(n[0],n[1],n[2]).length();const r=$i.set(n[4],n[5],n[6]).length(),a=$i.set(n[8],n[9],n[10]).length();this.determinant()<0&&(s=-s),t.x=n[12],t.y=n[13],t.z=n[14],Zi.copy(this);const o=1/s,l=1/r,h=1/a;return Zi.elements[0]*=o,Zi.elements[1]*=o,Zi.elements[2]*=o,Zi.elements[4]*=l,Zi.elements[5]*=l,Zi.elements[6]*=l,Zi.elements[8]*=h,Zi.elements[9]*=h,Zi.elements[10]*=h,e.setFromRotationMatrix(Zi),i.x=s,i.y=r,i.z=a,this}makePerspective(t,e,i,n,s,r){const a=this.elements,o=2*s/(e-t),l=2*s/(i-n),h=(e+t)/(e-t),c=(i+n)/(i-n),u=-(r+s)/(r-s),d=-2*r*s/(r-s);return a[0]=o,a[4]=0,a[8]=h,a[12]=0,a[1]=0,a[5]=l,a[9]=c,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,i,n,s,r){const a=this.elements,o=1/(e-t),l=1/(i-n),h=1/(r-s),c=(e+t)*o,u=(i+n)*l,d=(r+s)*h;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-c,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*h,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<16;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<16;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t[e+9]=i[9],t[e+10]=i[10],t[e+11]=i[11],t[e+12]=i[12],t[e+13]=i[13],t[e+14]=i[14],t[e+15]=i[15],t}}const $i=new _i,Zi=new Ki,tn=new _i(0,0,0),en=new _i(1,1,1),nn=new _i,sn=new _i,rn=new _i,an=new Ki,on=new xi;class ln{constructor(t=0,e=0,i=0,n=ln.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=i,this._order=n}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,i,n=this._order){return this._x=t,this._y=e,this._z=i,this._order=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,i=!0){const n=t.elements,s=n[0],r=n[4],a=n[8],o=n[1],l=n[5],h=n[9],c=n[2],u=n[6],d=n[10];switch(e){case"XYZ":this._y=Math.asin(ke(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-h,d),this._z=Math.atan2(-r,s)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-ke(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-c,s),this._z=0);break;case"ZXY":this._x=Math.asin(ke(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-c,d),this._z=Math.atan2(-r,l)):(this._y=0,this._z=Math.atan2(o,s));break;case"ZYX":this._y=Math.asin(-ke(c,-1,1)),Math.abs(c)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,s)):(this._x=0,this._z=Math.atan2(-r,l));break;case"YZX":this._z=Math.asin(ke(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-h,l),this._y=Math.atan2(-c,s)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-ke(r,-1,1)),Math.abs(r)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,s)):(this._x=Math.atan2(-h,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===i&&this._onChangeCallback(),this}setFromQuaternion(t,e,i){return an.makeRotationFromQuaternion(t),this.setFromRotationMatrix(an,e,i)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return on.setFromEuler(this),this.setFromQuaternion(on,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}ln.DEFAULT_ORDER="XYZ";class hn{constructor(){this.mask=1}set(t){this.mask=(1<>>0}enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(i=i.concat(s))}return i}getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(mn,t,gn),t}getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(mn,fn,t),t}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}raycast(){}traverse(t){t(this);const e=this.children;for(let i=0,n=e.length;i0&&(n.userData=this.userData),n.layers=this.layers.mask,n.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(n.matrixAutoUpdate=!1),this.isInstancedMesh&&(n.type="InstancedMesh",n.count=this.count,n.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(n.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?n.background=this.background.toJSON():this.background.isTexture&&(n.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(n.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){n.geometry=s(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const i=e.shapes;if(Array.isArray(i))for(let e=0,n=i.length;e0){n.children=[];for(let e=0;e0){n.animations=[];for(let e=0;e0&&(i.geometries=e),n.length>0&&(i.materials=n),s.length>0&&(i.textures=s),a.length>0&&(i.images=a),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),h.length>0&&(i.animations=h),c.length>0&&(i.nodes=c)}return i.object=n,i;function r(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?n.multiplyScalar(1/Math.sqrt(s)):n.set(0,0,0)}static getBarycoord(t,e,i,n,s){Cn.subVectors(n,e),bn.subVectors(i,e),In.subVectors(t,e);const r=Cn.dot(Cn),a=Cn.dot(bn),o=Cn.dot(In),l=bn.dot(bn),h=bn.dot(In),c=r*l-a*a;if(0===c)return s.set(-2,-1,-1);const u=1/c,d=(l*o-a*h)*u,A=(r*h-a*o)*u;return s.set(1-d-A,A,d)}static containsPoint(t,e,i,n){return this.getBarycoord(t,e,i,n,Sn),Sn.x>=0&&Sn.y>=0&&Sn.x+Sn.y<=1}static getUV(t,e,i,n,s,r,a,o){return this.getBarycoord(t,e,i,n,Sn),o.set(0,0),o.addScaledVector(s,Sn.x),o.addScaledVector(r,Sn.y),o.addScaledVector(a,Sn.z),o}static isFrontFacing(t,e,i,n){return Cn.subVectors(i,e),bn.subVectors(t,e),Cn.cross(bn).dot(n)<0}set(t,e,i){return this.a.copy(t),this.b.copy(e),this.c.copy(i),this}setFromPointsAndIndices(t,e,i,n){return this.a.copy(t[e]),this.b.copy(t[i]),this.c.copy(t[n]),this}setFromAttributeAndIndices(t,e,i,n){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,i),this.c.fromBufferAttribute(t,n),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return Cn.subVectors(this.c,this.b),bn.subVectors(this.a,this.b),.5*Cn.cross(bn).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return Qn.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return Qn.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,i,n,s){return Qn.getUV(t,this.a,this.b,this.c,e,i,n,s)}containsPoint(t){return Qn.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return Qn.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const i=this.a,n=this.b,s=this.c;let r,a;Mn.subVectors(n,i),Bn.subVectors(s,i),Rn.subVectors(t,i);const o=Mn.dot(Rn),l=Bn.dot(Rn);if(o<=0&&l<=0)return e.copy(i);Dn.subVectors(t,n);const h=Mn.dot(Dn),c=Bn.dot(Dn);if(h>=0&&c<=h)return e.copy(n);const u=o*c-h*l;if(u<=0&&o>=0&&h<=0)return r=o/(o-h),e.copy(i).addScaledVector(Mn,r);Ln.subVectors(t,s);const d=Mn.dot(Ln),A=Bn.dot(Ln);if(A>=0&&d<=A)return e.copy(s);const p=d*l-o*A;if(p<=0&&l>=0&&A<=0)return a=l/(l-A),e.copy(i).addScaledVector(Bn,a);const m=h*A-d*c;if(m<=0&&c-h>=0&&d-A>=0)return Tn.subVectors(s,n),a=(c-h)/(c-h+(d-A)),e.copy(n).addScaledVector(Tn,a);const g=1/(m+p+u);return r=p*g,a=u*g,e.copy(i).addScaledVector(Mn,r).addScaledVector(Bn,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let Pn=0;class Fn extends Le{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:Pn++}),this.uuid=Ue(),this.name="",this.type="Material",this.blending=p,this.side=c,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=M,this.blendDst=B,this.blendEquation=y,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=U,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=Be,this.stencilZFail=Be,this.stencilZPass=Be,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.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.forceSinglePass=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const i=t[e];if(void 0===i){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}const n=this[e];void 0!==n?n&&n.isColor?n.set(i):n&&n.isVector3&&i&&i.isVector3?n.copy(i):this[e]=i:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const i={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function n(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(t).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(t).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(t).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(t).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(t).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),this.blending!==p&&(i.blending=this.blending),this.side!==c&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(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,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.forceSinglePass&&(i.forceSinglePass=this.forceSinglePass),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData),e){const e=n(t.textures),s=n(t.images);e.length>0&&(i.textures=e),s.length>0&&(i.images=s)}return i}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let i=null;if(null!==e){const t=e.length;i=new Array(t);for(let n=0;n!==t;++n)i[n]=e[n].clone()}return this.clippingPlanes=i,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.forceSinglePass=t.forceSinglePass,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}class Nn extends Fn{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new hi(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=H,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}const Un=new _i,kn=new Ye;class On{constructor(t,e,i=!1){if(Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=e,this.count=void 0!==t?t.length/e:0,this.normalized=i,this.usage=Te,this.updateRange={offset:0,count:-1},this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this}copyAt(t,e,i){t*=this.itemSize,i*=e.itemSize;for(let n=0,s=this.itemSize;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const i in e)void 0!==e[i]&&(t[i]=e[i]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const i=this.attributes;for(const e in i){const n=i[e];t.data.attributes[e]=n.toJSON(t.data)}const n={};let s=!1;for(const e in this.morphAttributes){const i=this.morphAttributes[e],r=[];for(let e=0,n=i.length;e0&&(n[e]=r,s=!0)}s&&(t.data.morphAttributes=n,t.data.morphTargetsRelative=this.morphTargetsRelative);const r=this.groups;r.length>0&&(t.data.groups=JSON.parse(JSON.stringify(r)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const i=t.index;null!==i&&this.setIndex(i.clone(e));const n=t.attributes;for(const t in n){const i=n[t];this.setAttribute(t,i.clone(e))}const s=t.morphAttributes;for(const t in s){const i=[],n=s[t];for(let t=0,s=n.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;ti.far?null:{distance:h,point:cs.clone(),object:t}}(t,e,i,n,es,is,ns,hs);if(h){s&&(as.fromBufferAttribute(s,a),os.fromBufferAttribute(s,o),ls.fromBufferAttribute(s,l),h.uv=Qn.getUV(hs,es,is,ns,as,os,ls,new Ye)),r&&(as.fromBufferAttribute(r,a),os.fromBufferAttribute(r,o),ls.fromBufferAttribute(r,l),h.uv2=Qn.getUV(hs,es,is,ns,as,os,ls,new Ye));const t={a:a,b:o,c:l,normal:new _i,materialIndex:0};Qn.getNormal(es,is,ns,t.normal),h.face=t}return h}class As extends Kn{constructor(t=1,e=1,i=1,n=1,s=1,r=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:i,widthSegments:n,heightSegments:s,depthSegments:r};const a=this;n=Math.floor(n),s=Math.floor(s),r=Math.floor(r);const o=[],l=[],h=[],c=[];let u=0,d=0;function A(t,e,i,n,s,r,A,p,m,g,f){const v=r/m,y=A/g,x=r/2,_=A/2,E=p/2,w=m+1,C=g+1;let b=0,I=0;const S=new _i;for(let r=0;r0?1:-1,h.push(S.x,S.y,S.z),c.push(o/m),c.push(1-r/g),b+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const i={};for(const t in this.extensions)!0===this.extensions[t]&&(i[t]=!0);return Object.keys(i).length>0&&(e.extensions=i),e}}class ys extends wn{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new Ki,this.projectionMatrix=new Ki,this.projectionMatrixInverse=new Ki}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class xs extends ys{constructor(t=50,e=1,i=.1,n=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=i,this.far=n,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*Ne*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*Fe*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*Ne*Math.atan(Math.tan(.5*Fe*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,i,n,s,r){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=s,this.view.height=r,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*Fe*this.fov)/this.zoom,i=2*e,n=this.aspect*i,s=-.5*n;const r=this.view;if(null!==this.view&&this.view.enabled){const t=r.fullWidth,a=r.fullHeight;s+=r.offsetX*n/t,e-=r.offsetY*i/a,n*=r.width/t,i*=r.height/a}const a=this.filmOffset;0!==a&&(s+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(s,s+n,e,e-i,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const _s=-90;class Es extends wn{constructor(t,e,i){super(),this.type="CubeCamera",this.renderTarget=i;const n=new xs(_s,1,t,e);n.layers=this.layers,n.up.set(0,1,0),n.lookAt(1,0,0),this.add(n);const s=new xs(_s,1,t,e);s.layers=this.layers,s.up.set(0,1,0),s.lookAt(-1,0,0),this.add(s);const r=new xs(_s,1,t,e);r.layers=this.layers,r.up.set(0,0,-1),r.lookAt(0,1,0),this.add(r);const a=new xs(_s,1,t,e);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(0,-1,0),this.add(a);const o=new xs(_s,1,t,e);o.layers=this.layers,o.up.set(0,1,0),o.lookAt(0,0,1),this.add(o);const l=new xs(_s,1,t,e);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,-1),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const i=this.renderTarget,[n,s,r,a,o,l]=this.children,h=t.getRenderTarget(),c=t.toneMapping,u=t.xr.enabled;t.toneMapping=q,t.xr.enabled=!1;const d=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,t.setRenderTarget(i,0),t.render(e,n),t.setRenderTarget(i,1),t.render(e,s),t.setRenderTarget(i,2),t.render(e,r),t.setRenderTarget(i,3),t.render(e,a),t.setRenderTarget(i,4),t.render(e,o),i.texture.generateMipmaps=d,t.setRenderTarget(i,5),t.render(e,l),t.setRenderTarget(h),t.toneMapping=c,t.xr.enabled=u,i.texture.needsPMREMUpdate=!0}}class ws extends mi{constructor(t,e,i,n,s,r,a,o,l,h){super(t=void 0!==t?t:[],e=void 0!==e?e:$,i,n,s,r,a,o,l,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class Cs extends fi{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const i={width:t,height:t,depth:1},n=[i,i,i,i,i,i];this.texture=new ws(n,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:ht}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:"\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",fragmentShader:"\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=new As(5,5,5),s=new vs({name:"CubemapFromEquirect",uniforms:ps(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:u,blending:A});s.uniforms.tEquirect.value=e;const r=new us(n,s),a=e.minFilter;e.minFilter===ut&&(e.minFilter=ht);return new Es(1,10,this).update(t,r),e.minFilter=a,r.geometry.dispose(),r.material.dispose(),this}clear(t,e,i,n){const s=t.getRenderTarget();for(let s=0;s<6;s++)t.setRenderTarget(this,s),t.clear(e,i,n);t.setRenderTarget(s)}}const bs=new _i,Is=new _i,Ss=new Je;class Ms{constructor(t=new _i(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,i,n){return this.normal.set(t,e,i),this.constant=n,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,i){const n=bs.subVectors(i,e).cross(Is.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(n,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)}intersectLine(t,e){const i=t.delta(bs),n=this.normal.dot(i);if(0===n)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const s=-(t.start.dot(this.normal)+this.constant)/n;return s<0||s>1?null:e.copy(i).multiplyScalar(s).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),i=this.distanceToPoint(t.end);return e<0&&i>0||i<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const i=e||Ss.getNormalMatrix(t),n=this.coplanarPoint(bs).applyMatrix4(t),s=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(s),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const Bs=new zi,Ts=new _i;class Rs{constructor(t=new Ms,e=new Ms,i=new Ms,n=new Ms,s=new Ms,r=new Ms){this.planes=[t,e,i,n,s,r]}set(t,e,i,n,s,r){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(i),a[3].copy(n),a[4].copy(s),a[5].copy(r),this}copy(t){const e=this.planes;for(let i=0;i<6;i++)e[i].copy(t.planes[i]);return this}setFromProjectionMatrix(t){const e=this.planes,i=t.elements,n=i[0],s=i[1],r=i[2],a=i[3],o=i[4],l=i[5],h=i[6],c=i[7],u=i[8],d=i[9],A=i[10],p=i[11],m=i[12],g=i[13],f=i[14],v=i[15];return e[0].setComponents(a-n,c-o,p-u,v-m).normalize(),e[1].setComponents(a+n,c+o,p+u,v+m).normalize(),e[2].setComponents(a+s,c+l,p+d,v+g).normalize(),e[3].setComponents(a-s,c-l,p-d,v-g).normalize(),e[4].setComponents(a-r,c-h,p-A,v-f).normalize(),e[5].setComponents(a+r,c+h,p+A,v+f).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),Bs.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(Bs)}intersectsSprite(t){return Bs.center.set(0,0,0),Bs.radius=.7071067811865476,Bs.applyMatrix4(t.matrixWorld),this.intersectsSphere(Bs)}intersectsSphere(t){const e=this.planes,i=t.center,n=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(i)0?t.max.x:t.min.x,Ts.y=n.normal.y>0?t.max.y:t.min.y,Ts.z=n.normal.z>0?t.max.z:t.min.z,n.distanceToPoint(Ts)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let i=0;i<6;i++)if(e[i].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function Ds(){let t=null,e=!1,i=null,n=null;function s(e,r){i(e,r),n=t.requestAnimationFrame(s)}return{start:function(){!0!==e&&null!==i&&(n=t.requestAnimationFrame(s),e=!0)},stop:function(){t.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(t){i=t},setContext:function(e){t=e}}}function Ls(t,e){const i=e.isWebGL2,n=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),n.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const i=n.get(e);i&&(t.deleteBuffer(i.buffer),n.delete(e))},update:function(e,s){if(e.isGLBufferAttribute){const t=n.get(e);return void((!t||t.version 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\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",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, 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}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_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 ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( 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\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\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;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 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",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\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}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#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\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\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\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",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#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\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",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ 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}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef texture2DLodEXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \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}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\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 \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 + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\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#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 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 \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\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 \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\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\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}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#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}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \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\t#include \n\t#include \n\t#include \n\t#include \n}"},Fs={common:{diffuse:{value:new hi(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Je},uv2Transform:{value:new Je},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Ye(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new hi(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new hi(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Je}},sprite:{diffuse:{value:new hi(16777215)},opacity:{value:1},center:{value:new Ye(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Je}}},Ns={basic:{uniforms:ms([Fs.common,Fs.specularmap,Fs.envmap,Fs.aomap,Fs.lightmap,Fs.fog]),vertexShader:Ps.meshbasic_vert,fragmentShader:Ps.meshbasic_frag},lambert:{uniforms:ms([Fs.common,Fs.specularmap,Fs.envmap,Fs.aomap,Fs.lightmap,Fs.emissivemap,Fs.bumpmap,Fs.normalmap,Fs.displacementmap,Fs.fog,Fs.lights,{emissive:{value:new hi(0)}}]),vertexShader:Ps.meshlambert_vert,fragmentShader:Ps.meshlambert_frag},phong:{uniforms:ms([Fs.common,Fs.specularmap,Fs.envmap,Fs.aomap,Fs.lightmap,Fs.emissivemap,Fs.bumpmap,Fs.normalmap,Fs.displacementmap,Fs.fog,Fs.lights,{emissive:{value:new hi(0)},specular:{value:new hi(1118481)},shininess:{value:30}}]),vertexShader:Ps.meshphong_vert,fragmentShader:Ps.meshphong_frag},standard:{uniforms:ms([Fs.common,Fs.envmap,Fs.aomap,Fs.lightmap,Fs.emissivemap,Fs.bumpmap,Fs.normalmap,Fs.displacementmap,Fs.roughnessmap,Fs.metalnessmap,Fs.fog,Fs.lights,{emissive:{value:new hi(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Ps.meshphysical_vert,fragmentShader:Ps.meshphysical_frag},toon:{uniforms:ms([Fs.common,Fs.aomap,Fs.lightmap,Fs.emissivemap,Fs.bumpmap,Fs.normalmap,Fs.displacementmap,Fs.gradientmap,Fs.fog,Fs.lights,{emissive:{value:new hi(0)}}]),vertexShader:Ps.meshtoon_vert,fragmentShader:Ps.meshtoon_frag},matcap:{uniforms:ms([Fs.common,Fs.bumpmap,Fs.normalmap,Fs.displacementmap,Fs.fog,{matcap:{value:null}}]),vertexShader:Ps.meshmatcap_vert,fragmentShader:Ps.meshmatcap_frag},points:{uniforms:ms([Fs.points,Fs.fog]),vertexShader:Ps.points_vert,fragmentShader:Ps.points_frag},dashed:{uniforms:ms([Fs.common,Fs.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ps.linedashed_vert,fragmentShader:Ps.linedashed_frag},depth:{uniforms:ms([Fs.common,Fs.displacementmap]),vertexShader:Ps.depth_vert,fragmentShader:Ps.depth_frag},normal:{uniforms:ms([Fs.common,Fs.bumpmap,Fs.normalmap,Fs.displacementmap,{opacity:{value:1}}]),vertexShader:Ps.meshnormal_vert,fragmentShader:Ps.meshnormal_frag},sprite:{uniforms:ms([Fs.sprite,Fs.fog]),vertexShader:Ps.sprite_vert,fragmentShader:Ps.sprite_frag},background:{uniforms:{uvTransform:{value:new Je},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:Ps.background_vert,fragmentShader:Ps.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:Ps.backgroundCube_vert,fragmentShader:Ps.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Ps.cube_vert,fragmentShader:Ps.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ps.equirect_vert,fragmentShader:Ps.equirect_frag},distanceRGBA:{uniforms:ms([Fs.common,Fs.displacementmap,{referencePosition:{value:new _i},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ps.distanceRGBA_vert,fragmentShader:Ps.distanceRGBA_frag},shadow:{uniforms:ms([Fs.lights,Fs.fog,{color:{value:new hi(0)},opacity:{value:1}}]),vertexShader:Ps.shadow_vert,fragmentShader:Ps.shadow_frag}};Ns.physical={uniforms:ms([Ns.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new Ye(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new hi(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new Ye},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new hi(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new hi(1,1,1)},specularColorMap:{value:null}}]),vertexShader:Ps.meshphysical_vert,fragmentShader:Ps.meshphysical_frag};const Us={r:0,b:0,g:0};function ks(t,e,i,n,s,r,a){const o=new hi(0);let l,h,d=!0===r?0:1,A=null,p=0,m=null;function g(e,i){e.getRGB(Us,gs(t)),n.buffers.color.setClear(Us.r,Us.g,Us.b,i,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),d=e,g(o,d)},getClearAlpha:function(){return d},setClearAlpha:function(t){d=t,g(o,d)},render:function(n,r){let a=!1,f=!0===r.isScene?r.background:null;if(f&&f.isTexture){f=(r.backgroundBlurriness>0?i:e).get(f)}const v=t.xr,y=v.getSession&&v.getSession();y&&"additive"===y.environmentBlendMode&&(f=null),null===f?g(o,d):f&&f.isColor&&(g(f,1),a=!0),(t.autoClear||a)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),f&&(f.isCubeTexture||f.mapping===it)?(void 0===h&&(h=new us(new As(1,1,1),new vs({name:"BackgroundCubeMaterial",uniforms:ps(Ns.backgroundCube.uniforms),vertexShader:Ns.backgroundCube.vertexShader,fragmentShader:Ns.backgroundCube.fragmentShader,side:u,depthTest:!1,depthWrite:!1,fog:!1})),h.geometry.deleteAttribute("normal"),h.geometry.deleteAttribute("uv"),h.onBeforeRender=function(t,e,i){this.matrixWorld.copyPosition(i.matrixWorld)},Object.defineProperty(h.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),s.update(h)),h.material.uniforms.envMap.value=f,h.material.uniforms.flipEnvMap.value=f.isCubeTexture&&!1===f.isRenderTargetTexture?-1:1,h.material.uniforms.backgroundBlurriness.value=r.backgroundBlurriness,h.material.uniforms.backgroundIntensity.value=r.backgroundIntensity,h.material.toneMapped=f.encoding!==we,A===f&&p===f.version&&m===t.toneMapping||(h.material.needsUpdate=!0,A=f,p=f.version,m=t.toneMapping),h.layers.enableAll(),n.unshift(h,h.geometry,h.material,0,0,null)):f&&f.isTexture&&(void 0===l&&(l=new us(new Qs(2,2),new vs({name:"BackgroundMaterial",uniforms:ps(Ns.background.uniforms),vertexShader:Ns.background.vertexShader,fragmentShader:Ns.background.fragmentShader,side:c,depthTest:!1,depthWrite:!1,fog:!1})),l.geometry.deleteAttribute("normal"),Object.defineProperty(l.material,"map",{get:function(){return this.uniforms.t2D.value}}),s.update(l)),l.material.uniforms.t2D.value=f,l.material.uniforms.backgroundIntensity.value=r.backgroundIntensity,l.material.toneMapped=f.encoding!==we,!0===f.matrixAutoUpdate&&f.updateMatrix(),l.material.uniforms.uvTransform.value.copy(f.matrix),A===f&&p===f.version&&m===t.toneMapping||(l.material.needsUpdate=!0,A=f,p=f.version,m=t.toneMapping),l.layers.enableAll(),n.unshift(l,l.geometry,l.material,0,0,null))}}}function Os(t,e,i,n){const s=t.getParameter(34921),r=n.isWebGL2?null:e.get("OES_vertex_array_object"),a=n.isWebGL2||null!==r,o={},l=A(null);let h=l,c=!1;function u(e){return n.isWebGL2?t.bindVertexArray(e):r.bindVertexArrayOES(e)}function d(e){return n.isWebGL2?t.deleteVertexArray(e):r.deleteVertexArrayOES(e)}function A(t){const e=[],i=[],n=[];for(let t=0;t=0){const i=s[e];let n=r[e];if(void 0===n&&("instanceMatrix"===e&&t.instanceMatrix&&(n=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(n=t.instanceColor)),void 0===i)return!0;if(i.attribute!==n)return!0;if(n&&i.data!==n.data)return!0;a++}}return h.attributesNum!==a||h.index!==n}(s,y,d,x),_&&function(t,e,i,n){const s={},r=e.attributes;let a=0;const o=i.getAttributes();for(const e in o){if(o[e].location>=0){let i=r[e];void 0===i&&("instanceMatrix"===e&&t.instanceMatrix&&(i=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(i=t.instanceColor));const n={};n.attribute=i,i&&i.data&&(n.data=i.data),s[e]=n,a++}}h.attributes=s,h.attributesNum=a,h.index=n}(s,y,d,x)}else{const 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t=0;t0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const r="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext;let a=void 0!==i.precision?i.precision:"highp";const o=s(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=r||e.has("WEBGL_draw_buffers"),h=!0===i.logarithmicDepthBuffer,c=t.getParameter(34930),u=t.getParameter(35660),d=t.getParameter(3379),A=t.getParameter(34076),p=t.getParameter(34921),m=t.getParameter(36347),g=t.getParameter(36348),f=t.getParameter(36349),v=u>0,y=r||e.has("OES_texture_float");return{isWebGL2:r,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==n)return n;if(!0===e.has("EXT_texture_filter_anisotropic")){const i=e.get("EXT_texture_filter_anisotropic");n=t.getParameter(i.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else n=0;return n},getMaxPrecision:s,precision:a,logarithmicDepthBuffer:h,maxTextures:c,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:A,maxAttributes:p,maxVertexUniforms:m,maxVaryings:g,maxFragmentUniforms:f,vertexTextures:v,floatFragmentTextures:y,floatVertexTextures:v&&y,maxSamples:r?t.getParameter(36183):0}}function Hs(t){const e=this;let i=null,n=0,s=!1,r=!1;const a=new Ms,o=new Je,l={value:null,needsUpdate:!1};function h(t,i,n,s){const r=null!==t?t.length:0;let h=null;if(0!==r){if(h=l.value,!0!==s||null===h){const e=n+4*r,s=i.matrixWorldInverse;o.getNormalMatrix(s),(null===h||h.length0);e.numPlanes=n,e.numIntersection=0}();else{const t=r?0:n,e=4*t;let s=p.clippingState||null;l.value=s,s=h(u,o,e,c);for(let t=0;t!==e;++t)s[t]=i[t];p.clippingState=s,this.numIntersection=d?this.numPlanes:0,this.numPlanes+=t}}}function Vs(t){let e=new WeakMap;function i(t,e){return e===tt?t.mapping=$:e===et&&(t.mapping=Z),t}function n(t){const i=t.target;i.removeEventListener("dispose",n);const s=e.get(i);void 0!==s&&(e.delete(i),s.dispose())}return{get:function(s){if(s&&s.isTexture&&!1===s.isRenderTargetTexture){const r=s.mapping;if(r===tt||r===et){if(e.has(s)){return i(e.get(s).texture,s.mapping)}{const r=s.image;if(r&&r.height>0){const a=new Cs(r.height/2);return a.fromEquirectangularTexture(t,s),e.set(s,a),s.addEventListener("dispose",n),i(a.texture,s.mapping)}return null}}}return s},dispose:function(){e=new WeakMap}}}class Ws extends ys{constructor(t=-1,e=1,i=1,n=-1,s=.1,r=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=i,this.bottom=n,this.near=s,this.far=r,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,i,n,s,r){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=s,this.view.height=r,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),i=(this.right+this.left)/2,n=(this.top+this.bottom)/2;let s=i-t,r=i+t,a=n+e,o=n-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;s+=t*this.view.offsetX,r=s+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(s,r,a,o,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const qs=4,js=[.125,.215,.35,.446,.526,.582],Ys=20,Js=new Ws,Xs=new hi;let Ks=null;const $s=(1+Math.sqrt(5))/2,Zs=1/$s,tr=[new _i(1,1,1),new _i(-1,1,1),new _i(1,1,-1),new _i(-1,1,-1),new _i(0,$s,Zs),new _i(0,$s,-Zs),new _i(Zs,0,$s),new _i(-Zs,0,$s),new _i($s,Zs,0),new _i(-$s,Zs,0)];class er{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,i=.1,n=100){Ks=this._renderer.getRenderTarget(),this._setSize(256);const s=this._allocateTargets();return s.depthBuffer=!0,this._sceneToCubeUV(t,i,n,s),e>0&&this._blur(s,0,0,e),this._applyPMREM(s),this._cleanup(s),s}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=rr(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=sr(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-qs?o=js[a-t+qs-1]:0===a&&(o=0),n.push(o);const l=1/(r-2),h=-l,c=1+l,u=[h,h,c,h,c,c,h,h,c,c,h,c],d=6,A=6,p=3,m=2,g=1,f=new Float32Array(p*A*d),v=new Float32Array(m*A*d),y=new Float32Array(g*A*d);for(let t=0;t2?0:-1,n=[e,i,0,e+2/3,i,0,e+2/3,i+1,0,e,i,0,e+2/3,i+1,0,e,i+1,0];f.set(n,p*A*t),v.set(u,m*A*t);const s=[t,t,t,t,t,t];y.set(s,g*A*t)}const x=new Kn;x.setAttribute("position",new On(f,p)),x.setAttribute("uv",new On(v,m)),x.setAttribute("faceIndex",new On(y,g)),e.push(x),s>qs&&s--}return{lodPlanes:e,sizeLods:i,sigmas:n}}(n)),this._blurMaterial=function(t,e,i){const n=new Float32Array(Ys),s=new _i(0,1,0),r=new vs({name:"SphericalGaussianBlur",defines:{n:Ys,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:s}},vertexShader:ar(),fragmentShader:"\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#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}\n\t\t",blending:A,depthTest:!1,depthWrite:!1});return r}(n,t,e)}return n}_compileMaterial(t){const e=new us(this._lodPlanes[0],t);this._renderer.compile(e,Js)}_sceneToCubeUV(t,e,i,n){const s=new xs(90,1,e,i),r=[1,-1,1,1,1,1],a=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,h=o.toneMapping;o.getClearColor(Xs),o.toneMapping=q,o.autoClear=!1;const c=new Nn({name:"PMREM.Background",side:u,depthWrite:!1,depthTest:!1}),d=new us(new As,c);let A=!1;const p=t.background;p?p.isColor&&(c.color.copy(p),t.background=null,A=!0):(c.color.copy(Xs),A=!0);for(let e=0;e<6;e++){const i=e%3;0===i?(s.up.set(0,r[e],0),s.lookAt(a[e],0,0)):1===i?(s.up.set(0,0,r[e]),s.lookAt(0,a[e],0)):(s.up.set(0,r[e],0),s.lookAt(0,0,a[e]));const l=this._cubeSize;nr(n,i*l,e>2?l:0,l,l),o.setRenderTarget(n),A&&o.render(d,s),o.render(t,s)}d.geometry.dispose(),d.material.dispose(),o.toneMapping=h,o.autoClear=l,t.background=p}_textureToCubeUV(t,e){const i=this._renderer,n=t.mapping===$||t.mapping===Z;n?(null===this._cubemapMaterial&&(this._cubemapMaterial=rr()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=sr());const s=n?this._cubemapMaterial:this._equirectMaterial,r=new us(this._lodPlanes[0],s);s.uniforms.envMap.value=t;const a=this._cubeSize;nr(e,0,0,3*a,2*a),i.setRenderTarget(e),i.render(r,Js)}_applyPMREM(t){const e=this._renderer,i=e.autoClear;e.autoClear=!1;for(let e=1;eYs&&console.warn(`sigmaRadians, ${s}, is too large and will clip, as it requested ${p} samples when the maximum is set to ${Ys}`);const m=[];let g=0;for(let t=0;tf-qs?n-f+qs:0),4*(this._cubeSize-v),3*v,2*v),o.setRenderTarget(e),o.render(h,Js)}}function ir(t,e,i){const n=new fi(t,e,i);return n.texture.mapping=it,n.texture.name="PMREM.cubeUv",n.scissorTest=!0,n}function nr(t,e,i,n,s){t.viewport.set(e,i,n,s),t.scissor.set(e,i,n,s)}function sr(){return new vs({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:ar(),fragmentShader:"\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\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:A,depthTest:!1,depthWrite:!1})}function rr(){return new vs({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:ar(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:A,depthTest:!1,depthWrite:!1})}function ar(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\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"}function or(t){let e=new WeakMap,i=null;function n(t){const i=t.target;i.removeEventListener("dispose",n);const s=e.get(i);void 0!==s&&(e.delete(i),s.dispose())}return{get:function(s){if(s&&s.isTexture){const r=s.mapping,a=r===tt||r===et,o=r===$||r===Z;if(a||o){if(s.isRenderTargetTexture&&!0===s.needsPMREMUpdate){s.needsPMREMUpdate=!1;let n=e.get(s);return null===i&&(i=new er(t)),n=a?i.fromEquirectangular(s,n):i.fromCubemap(s,n),e.set(s,n),n.texture}if(e.has(s))return e.get(s).texture;{const r=s.image;if(a&&r&&r.height>0||o&&r&&function(t){let e=0;const i=6;for(let 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Unsupported toneMapping:",e),i="Linear"}return"vec3 "+t+"( vec3 color ) { return "+i+"ToneMapping( color ); }"}function ba(t){return""!==t}function Ia(t,e){const i=e.numSpotLightShadows+e.numSpotLightMaps-e.numSpotLightShadowsWithMaps;return t.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).replace(/NUM_SPOT_LIGHTS/g,e.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,e.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,i).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_WITH_MAPS/g,e.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,e.numPointLightShadows)}function Sa(t,e){return t.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)}const Ma=/^[ \t]*#include 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Ja(t,e),r.push(a)):a=r[s],a},dispose:function(){i=new WeakMap}}}class Ka extends Fn{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class $a extends Fn{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new _i,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}const Za="void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",to="uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 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, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";function eo(t,e,i){let n=new Rs;const s=new Ye,r=new Ye,a=new gi,l=new Ka({depthPacking:Ce}),p=new $a,m={},g=i.maxTextureSize,f={[c]:u,[u]:c,[d]:d},v=new vs({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Ye},radius:{value:4}},vertexShader:Za,fragmentShader:to}),y=v.clone();y.defines.HORIZONTAL_PASS=1;const x=new Kn;x.setAttribute("position",new On(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const _=new us(x,v),E=this;function w(i,n){const r=e.update(_);v.defines.VSM_SAMPLES!==i.blurSamples&&(v.defines.VSM_SAMPLES=i.blurSamples,y.defines.VSM_SAMPLES=i.blurSamples,v.needsUpdate=!0,y.needsUpdate=!0),null===i.mapPass&&(i.mapPass=new fi(s.x,s.y)),v.uniforms.shadow_pass.value=i.map.texture,v.uniforms.resolution.value=i.mapSize,v.uniforms.radius.value=i.radius,t.setRenderTarget(i.mapPass),t.clear(),t.renderBufferDirect(n,null,r,v,_,null),y.uniforms.shadow_pass.value=i.mapPass.texture,y.uniforms.resolution.value=i.mapSize,y.uniforms.radius.value=i.radius,t.setRenderTarget(i.map),t.clear(),t.renderBufferDirect(n,null,r,y,_,null)}function C(e,i,n,s,r,a){let o=null;const c=!0===n.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==c)o=c;else if(o=!0===n.isPointLight?p:l,t.localClippingEnabled&&!0===i.clipShadows&&Array.isArray(i.clippingPlanes)&&0!==i.clippingPlanes.length||i.displacementMap&&0!==i.displacementScale||i.alphaMap&&i.alphaTest>0||i.map&&i.alphaTest>0){const t=o.uuid,e=i.uuid;let n=m[t];void 0===n&&(n={},m[t]=n);let s=n[e];void 0===s&&(s=o.clone(),n[e]=s),o=s}return o.visible=i.visible,o.wireframe=i.wireframe,o.side=a===h?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:f[i.side],o.alphaMap=i.alphaMap,o.alphaTest=i.alphaTest,o.map=i.map,o.clipShadows=i.clipShadows,o.clippingPlanes=i.clippingPlanes,o.clipIntersection=i.clipIntersection,o.displacementMap=i.displacementMap,o.displacementScale=i.displacementScale,o.displacementBias=i.displacementBias,o.wireframeLinewidth=i.wireframeLinewidth,o.linewidth=i.linewidth,!0===n.isPointLight&&!0===o.isMeshDistanceMaterial&&(o.referencePosition.setFromMatrixPosition(n.matrixWorld),o.nearDistance=s,o.farDistance=r),o}function b(i,s,r,a,o){if(!1===i.visible)return;if(i.layers.test(s.layers)&&(i.isMesh||i.isLine||i.isPoints)&&(i.castShadow||i.receiveShadow&&o===h)&&(!i.frustumCulled||n.intersectsObject(i))){i.modelViewMatrix.multiplyMatrices(r.matrixWorldInverse,i.matrixWorld);const n=e.update(i),s=i.material;if(Array.isArray(s)){const e=n.groups;for(let l=0,h=e.length;lg||s.y>g)&&(s.x>g&&(r.x=Math.floor(g/A.x),s.x=r.x*A.x,u.mapSize.x=r.x),s.y>g&&(r.y=Math.floor(g/A.y),s.y=r.y*A.y,u.mapSize.y=r.y)),null===u.map){const t=this.type!==h?{minFilter:at,magFilter:at}:{};u.map=new fi(s.x,s.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const p=u.getViewportCount();for(let t=0;t=1):-1!==dt.indexOf("OpenGL ES")&&(ut=parseFloat(/^OpenGL ES (\d)/.exec(dt)[1]),ct=ut>=2);let At=null,pt={};const mt=t.getParameter(3088),gt=t.getParameter(2978),ft=(new gi).fromArray(mt),vt=(new gi).fromArray(gt);function yt(e,i,n){const s=new Uint8Array(4),r=t.createTexture();t.bindTexture(e,r),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;en||t.height>n)&&(s=n/Math.max(t.width,t.height)),s<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const n=e?Ve:Math.floor,r=n(s*t.width),a=n(s*t.height);void 0===m&&(m=v(r,a));const o=i?v(r,a):m;o.width=r,o.height=a;return o.getContext("2d").drawImage(t,0,0,r,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+r+"x"+a+")."),o}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function x(t){return ze(t.width)&&ze(t.height)}function _(t,e){return t.generateMipmaps&&e&&t.minFilter!==at&&t.minFilter!==ht}function E(e){t.generateMipmap(e)}function w(i,n,s,r,a=!1){if(!1===o)return n;if(null!==i){if(void 0!==t[i])return t[i];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+i+"'")}let l=n;return 6403===n&&(5126===s&&(l=33326),5131===s&&(l=33325),5121===s&&(l=33321)),33319===n&&(5126===s&&(l=33328),5131===s&&(l=33327),5121===s&&(l=33323)),6408===n&&(5126===s&&(l=34836),5131===s&&(l=34842),5121===s&&(l=r===we&&!1===a?35907:32856),32819===s&&(l=32854),32820===s&&(l=32855)),33325!==l&&33326!==l&&33327!==l&&33328!==l&&34842!==l&&34836!==l||e.get("EXT_color_buffer_float"),l}function C(t,e,i){return!0===_(t,i)||t.isFramebufferTexture&&t.minFilter!==at&&t.minFilter!==ht?Math.log2(Math.max(e.width,e.height))+1:void 0!==t.mipmaps&&t.mipmaps.length>0?t.mipmaps.length:t.isCompressedTexture&&Array.isArray(t.image)?e.mipmaps.length:1}function b(t){return t===at||t===ot||t===lt?9728:9729}function I(t){const e=t.target;e.removeEventListener("dispose",I),function(t){const e=n.get(t);if(void 0===e.__webglInit)return;const i=t.source,s=g.get(i);if(s){const n=s[e.__cacheKey];n.usedTimes--,0===n.usedTimes&&M(t),0===Object.keys(s).length&&g.delete(i)}n.remove(t)}(e),e.isVideoTexture&&p.delete(e)}function S(e){const i=e.target;i.removeEventListener("dispose",S),function(e){const i=e.texture,s=n.get(e),r=n.get(i);void 0!==r.__webglTexture&&(t.deleteTexture(r.__webglTexture),a.memory.textures--);e.depthTexture&&e.depthTexture.dispose();if(e.isWebGLCubeRenderTarget)for(let e=0;e<6;e++)t.deleteFramebuffer(s.__webglFramebuffer[e]),s.__webglDepthbuffer&&t.deleteRenderbuffer(s.__webglDepthbuffer[e]);else{if(t.deleteFramebuffer(s.__webglFramebuffer),s.__webglDepthbuffer&&t.deleteRenderbuffer(s.__webglDepthbuffer),s.__webglMultisampledFramebuffer&&t.deleteFramebuffer(s.__webglMultisampledFramebuffer),s.__webglColorRenderbuffer)for(let e=0;e0&&s.__version!==t.version){const i=t.image;if(null===i)console.warn("THREE.WebGLRenderer: Texture marked for update but no image data found.");else{if(!1!==i.complete)return void P(s,t,e);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}i.bindTexture(3553,s.__webglTexture,33984+e)}const R={[nt]:10497,[st]:33071,[rt]:33648},D={[at]:9728,[ot]:9984,[lt]:9986,[ht]:9729,[ct]:9985,[ut]:9987};function L(i,r,a){if(a?(t.texParameteri(i,10242,R[r.wrapS]),t.texParameteri(i,10243,R[r.wrapT]),32879!==i&&35866!==i||t.texParameteri(i,32882,R[r.wrapR]),t.texParameteri(i,10240,D[r.magFilter]),t.texParameteri(i,10241,D[r.minFilter])):(t.texParameteri(i,10242,33071),t.texParameteri(i,10243,33071),32879!==i&&35866!==i||t.texParameteri(i,32882,33071),r.wrapS===st&&r.wrapT===st||console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping."),t.texParameteri(i,10240,b(r.magFilter)),t.texParameteri(i,10241,b(r.minFilter)),r.minFilter!==at&&r.minFilter!==ht&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.")),!0===e.has("EXT_texture_filter_anisotropic")){const a=e.get("EXT_texture_filter_anisotropic");if(r.magFilter===at)return;if(r.minFilter!==lt&&r.minFilter!==ut)return;if(r.type===vt&&!1===e.has("OES_texture_float_linear"))return;if(!1===o&&r.type===yt&&!1===e.has("OES_texture_half_float_linear"))return;(r.anisotropy>1||n.get(r).__currentAnisotropy)&&(t.texParameterf(i,a.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(r.anisotropy,s.getMaxAnisotropy())),n.get(r).__currentAnisotropy=r.anisotropy)}}function Q(e,i){let n=!1;void 0===e.__webglInit&&(e.__webglInit=!0,i.addEventListener("dispose",I));const s=i.source;let r=g.get(s);void 0===r&&(r={},g.set(s,r));const o=function(t){const e=[];return e.push(t.wrapS),e.push(t.wrapT),e.push(t.wrapR||0),e.push(t.magFilter),e.push(t.minFilter),e.push(t.anisotropy),e.push(t.internalFormat),e.push(t.format),e.push(t.type),e.push(t.generateMipmaps),e.push(t.premultiplyAlpha),e.push(t.flipY),e.push(t.unpackAlignment),e.push(t.encoding),e.join()}(i);if(o!==e.__cacheKey){void 0===r[o]&&(r[o]={texture:t.createTexture(),usedTimes:0},a.memory.textures++,n=!0),r[o].usedTimes++;const s=r[e.__cacheKey];void 0!==s&&(r[e.__cacheKey].usedTimes--,0===s.usedTimes&&M(i)),e.__cacheKey=o,e.__webglTexture=r[o].texture}return n}function P(e,s,a){let l=3553;(s.isDataArrayTexture||s.isCompressedArrayTexture)&&(l=35866),s.isData3DTexture&&(l=32879);const h=Q(e,s),u=s.source;i.bindTexture(l,e.__webglTexture,33984+a);const d=n.get(u);if(u.version!==d.__version||!0===h){i.activeTexture(33984+a),t.pixelStorei(37440,s.flipY),t.pixelStorei(37441,s.premultiplyAlpha),t.pixelStorei(3317,s.unpackAlignment),t.pixelStorei(37443,0);const e=function(t){return!o&&(t.wrapS!==st||t.wrapT!==st||t.minFilter!==at&&t.minFilter!==ht)}(s)&&!1===x(s.image);let n=y(s.image,e,!1,c);n=G(s,n);const A=x(n)||o,p=r.convert(s.format,s.encoding);let m,g=r.convert(s.type),f=w(s.internalFormat,p,g,s.encoding,s.isVideoTexture);L(l,s,A);const v=s.mipmaps,b=o&&!0!==s.isVideoTexture,I=void 0===d.__version||!0===h,S=C(s,n,A);if(s.isDepthTexture)f=6402,o?f=s.type===vt?36012:s.type===ft?33190:s.type===Et?35056:33189:s.type===vt&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),s.format===St&&6402===f&&s.type!==mt&&s.type!==ft&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),s.type=ft,g=r.convert(s.type)),s.format===Mt&&6402===f&&(f=34041,s.type!==Et&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat 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s=k(i);n&&!1===O(i)?t.renderbufferStorageMultisample(36161,s,35056,i.width,i.height):O(i)?d.renderbufferStorageMultisampleEXT(36161,s,35056,i.width,i.height):t.renderbufferStorage(36161,34041,i.width,i.height),t.framebufferRenderbuffer(36160,33306,36161,e)}else{const e=!0===i.isWebGLMultipleRenderTargets?i.texture:[i.texture];for(let s=0;s0&&!0===e.has("WEBGL_multisampled_render_to_texture")&&!1!==i.__useRenderToTexture}function G(t,i){const n=t.encoding,s=t.format,r=t.type;return!0===t.isCompressedTexture||!0===t.isVideoTexture||t.format===De||n!==Ee&&(n===we?!1===o?!0===e.has("EXT_sRGB")&&s===Ct?(t.format=De,t.minFilter=ht,t.generateMipmaps=!1):i=ui.sRGBToLinear(i):s===Ct&&r===dt||console.warn("THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):console.error("THREE.WebGLTextures: Unsupported texture encoding:",n)),i}this.allocateTextureUnit=function(){const t=B;return t>=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+l),B+=1,t},this.resetTextureUnits=function(){B=0},this.setTexture2D=T,this.setTexture2DArray=function(t,e){const s=n.get(t);t.version>0&&s.__version!==t.version?P(s,t,e):i.bindTexture(35866,s.__webglTexture,33984+e)},this.setTexture3D=function(t,e){const s=n.get(t);t.version>0&&s.__version!==t.version?P(s,t,e):i.bindTexture(32879,s.__webglTexture,33984+e)},this.setTextureCube=function(e,s){const a=n.get(e);e.version>0&&a.__version!==e.version?function(e,s,a){if(6!==s.image.length)return;const l=Q(e,s),c=s.source;i.bindTexture(34067,e.__webglTexture,33984+a);const u=n.get(c);if(c.version!==u.__version||!0===l){i.activeTexture(33984+a),t.pixelStorei(37440,s.flipY),t.pixelStorei(37441,s.premultiplyAlpha),t.pixelStorei(3317,s.unpackAlignment),t.pixelStorei(37443,0);const e=s.isCompressedTexture||s.image[0].isCompressedTexture,n=s.image[0]&&s.image[0].isDataTexture,d=[];for(let t=0;t<6;t++)d[t]=e||n?n?s.image[t].image:s.image[t]:y(s.image[t],!1,!0,h),d[t]=G(s,d[t]);const A=d[0],p=x(A)||o,m=r.convert(s.format,s.encoding),g=r.convert(s.type),f=w(s.internalFormat,m,g,s.encoding),v=o&&!0!==s.isVideoTexture,b=void 0===u.__version||!0===l;let I,S=C(s,A,p);if(L(34067,s,p),e){v&&b&&i.texStorage2D(34067,S,f,A.width,A.height);for(let t=0;t<6;t++){I=d[t].mipmaps;for(let e=0;e0&&S++,i.texStorage2D(34067,S,f,d[0].width,d[0].height));for(let t=0;t<6;t++)if(n){v?i.texSubImage2D(34069+t,0,0,0,d[t].width,d[t].height,m,g,d[t].data):i.texImage2D(34069+t,0,f,d[t].width,d[t].height,0,m,g,d[t].data);for(let e=0;e0&&!1===O(e)){const n=d?l:[l];h.__webglMultisampledFramebuffer=t.createFramebuffer(),h.__webglColorRenderbuffer=[],i.bindFramebuffer(36160,h.__webglMultisampledFramebuffer);for(let i=0;i0&&!1===O(e)){const s=e.isWebGLMultipleRenderTargets?e.texture:[e.texture],r=e.width,a=e.height;let o=16384;const l=[],h=e.stencilBuffer?33306:36096,c=n.get(e),u=!0===e.isWebGLMultipleRenderTargets;if(u)for(let e=0;eo+h?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-h&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(s=e.getPose(t.gripSpace,i),null!==s&&(o.matrix.fromArray(s.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),s.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(s.linearVelocity)):o.hasLinearVelocity=!1,s.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(s.angularVelocity)):o.hasAngularVelocity=!1));null!==a&&(n=e.getPose(t.targetRaySpace,i),null===n&&null!==s&&(n=s),null!==n&&(a.matrix.fromArray(n.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),n.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(n.linearVelocity)):a.hasLinearVelocity=!1,n.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(n.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(oo)))}return null!==a&&(a.visible=null!==n),null!==o&&(o.visible=null!==s),null!==l&&(l.visible=null!==r),this}_getHandJoint(t,e){if(void 0===t.joints[e.jointName]){const i=new ao;i.matrixAutoUpdate=!1,i.visible=!1,t.joints[e.jointName]=i,t.add(i)}return t.joints[e.jointName]}}class ho extends mi{constructor(t,e,i,n,s,r,a,o,l,h){if((h=void 0!==h?h:St)!==St&&h!==Mt)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===i&&h===St&&(i=ft),void 0===i&&h===Mt&&(i=Et),super(null,n,s,r,a,o,h,i,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==a?a:at,this.minFilter=void 0!==o?o:at,this.flipY=!1,this.generateMipmaps=!1}}class co extends Le{constructor(t,e){super();const i=this;let n=null,s=1,r=null,a="local-floor",o=1,l=null,h=null,c=null,u=null,d=null,A=null;const p=e.getContextAttributes();let m=null,g=null;const f=[],v=[],y=new Set,x=new Map,_=new xs;_.layers.enable(1),_.viewport=new gi;const E=new xs;E.layers.enable(2),E.viewport=new gi;const w=[_,E],C=new ro;C.layers.enable(1),C.layers.enable(2);let b=null,I=null;function S(t){const e=v.indexOf(t.inputSource);if(-1===e)return;const i=f[e];void 0!==i&&i.dispatchEvent({type:t.type,data:t.inputSource})}function M(){n.removeEventListener("select",S),n.removeEventListener("selectstart",S),n.removeEventListener("selectend",S),n.removeEventListener("squeeze",S),n.removeEventListener("squeezestart",S),n.removeEventListener("squeezeend",S),n.removeEventListener("end",M),n.removeEventListener("inputsourceschange",B);for(let t=0;t=0&&(v[n]=null,f[n].disconnect(i))}for(let e=0;e=v.length){v.push(i),n=t;break}if(null===v[t]){v[t]=i,n=t;break}}if(-1===n)break}const s=f[n];s&&s.connect(i)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(t){let e=f[t];return void 0===e&&(e=new lo,f[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=f[t];return void 0===e&&(e=new lo,f[t]=e),e.getGripSpace()},this.getHand=function(t){let e=f[t];return void 0===e&&(e=new lo,f[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){s=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){a=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return l||r},this.setReferenceSpace=function(t){l=t},this.getBaseLayer=function(){return null!==u?u:d},this.getBinding=function(){return c},this.getFrame=function(){return A},this.getSession=function(){return n},this.setSession=async function(h){if(n=h,null!==n){if(m=t.getRenderTarget(),n.addEventListener("select",S),n.addEventListener("selectstart",S),n.addEventListener("selectend",S),n.addEventListener("squeeze",S),n.addEventListener("squeezestart",S),n.addEventListener("squeezeend",S),n.addEventListener("end",M),n.addEventListener("inputsourceschange",B),!0!==p.xrCompatible&&await e.makeXRCompatible(),void 0===n.renderState.layers||!1===t.capabilities.isWebGL2){const i={antialias:void 0!==n.renderState.layers||p.antialias,alpha:p.alpha,depth:p.depth,stencil:p.stencil,framebufferScaleFactor:s};d=new XRWebGLLayer(n,e,i),n.updateRenderState({baseLayer:d}),g=new fi(d.framebufferWidth,d.framebufferHeight,{format:Ct,type:dt,encoding:t.outputEncoding,stencilBuffer:p.stencil})}else{let i=null,r=null,a=null;p.depth&&(a=p.stencil?35056:33190,i=p.stencil?Mt:St,r=p.stencil?Et:ft);const o={colorFormat:32856,depthFormat:a,scaleFactor:s};c=new XRWebGLBinding(n,e),u=c.createProjectionLayer(o),n.updateRenderState({layers:[u]}),g=new fi(u.textureWidth,u.textureHeight,{format:Ct,type:dt,depthTexture:new ho(u.textureWidth,u.textureHeight,r,void 0,void 0,void 0,void 0,void 0,void 0,i),stencilBuffer:p.stencil,encoding:t.outputEncoding,samples:p.antialias?4:0});t.properties.get(g).__ignoreDepthValues=u.ignoreDepthValues}g.isXRRenderTarget=!0,this.setFoveation(o),l=null,r=await n.requestReferenceSpace(a),Q.setContext(n),Q.start(),i.isPresenting=!0,i.dispatchEvent({type:"sessionstart"})}};const T=new _i,R=new _i;function D(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===n)return;C.near=E.near=_.near=t.near,C.far=E.far=_.far=t.far,b===C.near&&I===C.far||(n.updateRenderState({depthNear:C.near,depthFar:C.far}),b=C.near,I=C.far);const e=t.parent,i=C.cameras;D(C,e);for(let t=0;te&&(x.set(t,t.lastChangedTime),i.dispatchEvent({type:"planechanged",data:t}))}else y.add(t),x.set(t,n.lastChangedTime),i.dispatchEvent({type:"planeadded",data:t})}A=null})),this.setAnimationLoop=function(t){L=t},this.dispose=function(){}}}function uo(t,e){function i(i,n){i.opacity.value=n.opacity,n.color&&i.diffuse.value.copy(n.color),n.emissive&&i.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity),n.map&&(i.map.value=n.map),n.alphaMap&&(i.alphaMap.value=n.alphaMap),n.bumpMap&&(i.bumpMap.value=n.bumpMap,i.bumpScale.value=n.bumpScale,n.side===u&&(i.bumpScale.value*=-1)),n.displacementMap&&(i.displacementMap.value=n.displacementMap,i.displacementScale.value=n.displacementScale,i.displacementBias.value=n.displacementBias),n.emissiveMap&&(i.emissiveMap.value=n.emissiveMap),n.normalMap&&(i.normalMap.value=n.normalMap,i.normalScale.value.copy(n.normalScale),n.side===u&&i.normalScale.value.negate()),n.specularMap&&(i.specularMap.value=n.specularMap),n.alphaTest>0&&(i.alphaTest.value=n.alphaTest);const s=e.get(n).envMap;if(s&&(i.envMap.value=s,i.flipEnvMap.value=s.isCubeTexture&&!1===s.isRenderTargetTexture?-1:1,i.reflectivity.value=n.reflectivity,i.ior.value=n.ior,i.refractionRatio.value=n.refractionRatio),n.lightMap){i.lightMap.value=n.lightMap;const e=!0!==t.physicallyCorrectLights?Math.PI:1;i.lightMapIntensity.value=n.lightMapIntensity*e}let r,a;n.aoMap&&(i.aoMap.value=n.aoMap,i.aoMapIntensity.value=n.aoMapIntensity),n.map?r=n.map:n.specularMap?r=n.specularMap:n.displacementMap?r=n.displacementMap:n.normalMap?r=n.normalMap:n.bumpMap?r=n.bumpMap:n.roughnessMap?r=n.roughnessMap:n.metalnessMap?r=n.metalnessMap:n.alphaMap?r=n.alphaMap:n.emissiveMap?r=n.emissiveMap:n.clearcoatMap?r=n.clearcoatMap:n.clearcoatNormalMap?r=n.clearcoatNormalMap:n.clearcoatRoughnessMap?r=n.clearcoatRoughnessMap:n.iridescenceMap?r=n.iridescenceMap:n.iridescenceThicknessMap?r=n.iridescenceThicknessMap:n.specularIntensityMap?r=n.specularIntensityMap:n.specularColorMap?r=n.specularColorMap:n.transmissionMap?r=n.transmissionMap:n.thicknessMap?r=n.thicknessMap:n.sheenColorMap?r=n.sheenColorMap:n.sheenRoughnessMap&&(r=n.sheenRoughnessMap),void 0!==r&&(r.isWebGLRenderTarget&&(r=r.texture),!0===r.matrixAutoUpdate&&r.updateMatrix(),i.uvTransform.value.copy(r.matrix)),n.aoMap?a=n.aoMap:n.lightMap&&(a=n.lightMap),void 0!==a&&(a.isWebGLRenderTarget&&(a=a.texture),!0===a.matrixAutoUpdate&&a.updateMatrix(),i.uv2Transform.value.copy(a.matrix))}return{refreshFogUniforms:function(e,i){i.color.getRGB(e.fogColor.value,gs(t)),i.isFog?(e.fogNear.value=i.near,e.fogFar.value=i.far):i.isFogExp2&&(e.fogDensity.value=i.density)},refreshMaterialUniforms:function(t,n,s,r,a){n.isMeshBasicMaterial||n.isMeshLambertMaterial?i(t,n):n.isMeshToonMaterial?(i(t,n),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,n)):n.isMeshPhongMaterial?(i(t,n),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,n)):n.isMeshStandardMaterial?(i(t,n),function(t,i){t.roughness.value=i.roughness,t.metalness.value=i.metalness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap);i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap);const n=e.get(i).envMap;n&&(t.envMapIntensity.value=i.envMapIntensity)}(t,n),n.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,e.side===u&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,n,a)):n.isMeshMatcapMaterial?(i(t,n),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,n)):n.isMeshDepthMaterial?i(t,n):n.isMeshDistanceMaterial?(i(t,n),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,n)):n.isMeshNormalMaterial?i(t,n):n.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,n),n.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,n)):n.isPointsMaterial?function(t,e,i,n){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*n,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let s;e.map?s=e.map:e.alphaMap&&(s=e.alphaMap);void 0!==s&&(!0===s.matrixAutoUpdate&&s.updateMatrix(),t.uvTransform.value.copy(s.matrix))}(t,n,s,r):n.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let i;e.map?i=e.map:e.alphaMap&&(i=e.alphaMap);void 0!==i&&(!0===i.matrixAutoUpdate&&i.updateMatrix(),t.uvTransform.value.copy(i.matrix))}(t,n):n.isShadowMaterial?(t.color.value.copy(n.color),t.opacity.value=n.opacity):n.isShaderMaterial&&(n.uniformsNeedUpdate=!1)}}}function Ao(t,e,i,n){let s={},r={},a=[];const o=i.isWebGL2?t.getParameter(35375):0;function l(t,e,i){const n=t.value;if(void 0===i[e]){if("number"==typeof n)i[e]=n;else{const t=Array.isArray(n)?n:[n],s=[];for(let e=0;e0){s=i%n;0!==s&&n-s-a.boundary<0&&(i+=n-s,r.__offset=i)}i+=a.storage}s=i%n,s>0&&(i+=n-s);t.__size=i,t.__cache={}}(i),d=function(e){const i=function(){for(let t=0;t0&&function(t,e,i){const n=Y.isWebGL2;null===O&&(O=new fi(1,1,{generateMipmaps:!0,type:j.has("EXT_color_buffer_half_float")?yt:dt,minFilter:ut,samples:n&&!0===a?4:0}));y.getDrawingBufferSize(z),n?O.setSize(z.x,z.y):O.setSize(Ve(z.x),Ve(z.y));const s=y.getRenderTarget();y.setRenderTarget(O),y.clear();const r=y.toneMapping;y.toneMapping=q,Ft(t,e,i),y.toneMapping=r,$.updateMultisampleRenderTarget(O),$.updateRenderTargetMipmap(O),y.setRenderTarget(s)}(s,e,i),n&&J.viewport(I.copy(n)),s.length>0&&Ft(s,e,i),r.length>0&&Ft(r,e,i),o.length>0&&Ft(o,e,i),J.buffers.depth.setTest(!0),J.buffers.depth.setMask(!0),J.buffers.color.setMask(!0),J.setPolygonOffset(!1)}function Ft(t,e,i){const n=!0===e.isScene?e.overrideMaterial:null;for(let s=0,r=t.length;s0?v[v.length-1]:null,f.pop(),m=f.length>0?f[f.length-1]:null},this.getActiveCubeFace=function(){return _},this.getActiveMipmapLevel=function(){return E},this.getRenderTarget=function(){return w},this.setRenderTargetTextures=function(t,e,i){K.get(t.texture).__webglTexture=e,K.get(t.depthTexture).__webglTexture=i;const n=K.get(t);n.__hasExternalTextures=!0,n.__hasExternalTextures&&(n.__autoAllocateDepthBuffer=void 0===i,n.__autoAllocateDepthBuffer||!0===j.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),n.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(t,e){const i=K.get(t);i.__webglFramebuffer=e,i.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,i=0){w=t,_=e,E=i;let n=!0,s=null,r=!1,a=!1;if(t){const i=K.get(t);void 0!==i.__useDefaultFramebuffer?(J.bindFramebuffer(36160,null),n=!1):void 0===i.__webglFramebuffer?$.setupRenderTarget(t):i.__hasExternalTextures&&$.rebindTextures(t,K.get(t.texture).__webglTexture,K.get(t.depthTexture).__webglTexture);const o=t.texture;(o.isData3DTexture||o.isDataArrayTexture||o.isCompressedArrayTexture)&&(a=!0);const l=K.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(s=l[e],r=!0):s=Y.isWebGL2&&t.samples>0&&!1===$.useMultisampledRTT(t)?K.get(t).__webglMultisampledFramebuffer:l,I.copy(t.viewport),S.copy(t.scissor),M=t.scissorTest}else I.copy(Q).multiplyScalar(R).floor(),S.copy(P).multiplyScalar(R).floor(),M=F;if(J.bindFramebuffer(36160,s)&&Y.drawBuffers&&n&&J.drawBuffers(t,s),J.viewport(I),J.scissor(S),J.setScissorTest(M),r){const n=K.get(t.texture);_t.framebufferTexture2D(36160,36064,34069+e,n.__webglTexture,i)}else if(a){const n=K.get(t.texture),s=e||0;_t.framebufferTextureLayer(36160,36064,n.__webglTexture,i||0,s)}C=-1},this.readRenderTargetPixels=function(t,e,i,n,s,r,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=K.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){J.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==Ct&>.convert(o)!==_t.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const h=l===yt&&(j.has("EXT_color_buffer_half_float")||Y.isWebGL2&&j.has("EXT_color_buffer_float"));if(!(l===dt||gt.convert(l)===_t.getParameter(35738)||l===vt&&(Y.isWebGL2||j.has("OES_texture_float")||j.has("WEBGL_color_buffer_float"))||h))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-n&&i>=0&&i<=t.height-s&&_t.readPixels(e,i,n,s,gt.convert(o),gt.convert(l),r)}finally{const t=null!==w?K.get(w).__webglFramebuffer:null;J.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,i=0){const n=Math.pow(2,-i),s=Math.floor(e.image.width*n),r=Math.floor(e.image.height*n);$.setTexture2D(e,0),_t.copyTexSubImage2D(3553,i,0,0,t.x,t.y,s,r),J.unbindTexture()},this.copyTextureToTexture=function(t,e,i,n=0){const s=e.image.width,r=e.image.height,a=gt.convert(i.format),o=gt.convert(i.type);$.setTexture2D(i,0),_t.pixelStorei(37440,i.flipY),_t.pixelStorei(37441,i.premultiplyAlpha),_t.pixelStorei(3317,i.unpackAlignment),e.isDataTexture?_t.texSubImage2D(3553,n,t.x,t.y,s,r,a,o,e.image.data):e.isCompressedTexture?_t.compressedTexSubImage2D(3553,n,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):_t.texSubImage2D(3553,n,t.x,t.y,a,o,e.image),0===n&&i.generateMipmaps&&_t.generateMipmap(3553),J.unbindTexture()},this.copyTextureToTexture3D=function(t,e,i,n,s=0){if(y.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const r=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=gt.convert(n.format),h=gt.convert(n.type);let c;if(n.isData3DTexture)$.setTexture3D(n,0),c=32879;else{if(!n.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");$.setTexture2DArray(n,0),c=35866}_t.pixelStorei(37440,n.flipY),_t.pixelStorei(37441,n.premultiplyAlpha),_t.pixelStorei(3317,n.unpackAlignment);const u=_t.getParameter(3314),d=_t.getParameter(32878),A=_t.getParameter(3316),p=_t.getParameter(3315),m=_t.getParameter(32877),g=i.isCompressedTexture?i.mipmaps[0]:i.image;_t.pixelStorei(3314,g.width),_t.pixelStorei(32878,g.height),_t.pixelStorei(3316,t.min.x),_t.pixelStorei(3315,t.min.y),_t.pixelStorei(32877,t.min.z),i.isDataTexture||i.isData3DTexture?_t.texSubImage3D(c,s,e.x,e.y,e.z,r,a,o,l,h,g.data):i.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),_t.compressedTexSubImage3D(c,s,e.x,e.y,e.z,r,a,o,l,g.data)):_t.texSubImage3D(c,s,e.x,e.y,e.z,r,a,o,l,h,g),_t.pixelStorei(3314,u),_t.pixelStorei(32878,d),_t.pixelStorei(3316,A),_t.pixelStorei(3315,p),_t.pixelStorei(32877,m),0===s&&n.generateMipmaps&&_t.generateMipmap(c),J.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?$.setTextureCube(t,0):t.isData3DTexture?$.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?$.setTexture2DArray(t,0):$.setTexture2D(t,0),J.unbindTexture()},this.resetState=function(){_=0,E=0,w=null,J.reset(),ft.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}(class extends po{}).prototype.isWebGL1Renderer=!0;class mo extends wn{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.object.backgroundIntensity=this.backgroundIntensity),e}get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate}set autoUpdate(t){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=t}}class go{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=Te,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=Ue()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,i){t*=this.stride,i*=e.stride;for(let n=0,s=this.stride;no)continue;u.applyMatrix4(this.matrixWorld);const r=t.ray.origin.distanceTo(u);rt.far||e.push({distance:r,point:c.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else{for(let i=Math.max(0,r.start),n=Math.min(p.count,r.start+r.count)-1;io)continue;u.applyMatrix4(this.matrixWorld);const n=t.ray.origin.distanceTo(u);nt.far||e.push({distance:n,point:c.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;ts.far)return;r.push({distance:l,distanceToRay:Math.sqrt(o),point:i,index:e,face:null,object:a})}}class el extends mi{constructor(t,e,i,n,s,r,a,o,l){super(t,e,i,n,s,r,a,o,l),this.isVideoTexture=!0,this.minFilter=void 0!==r?r:ht,this.magFilter=void 0!==s?s:ht,this.generateMipmaps=!1;const h=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){h.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}class il extends mi{constructor(t,e,i,n,s,r,a,o,l,h,c,u){super(null,r,a,o,l,h,n,s,c,u),this.isCompressedTexture=!0,this.image={width:e,height:i},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class nl extends il{constructor(t,e,i,n,s,r){super(t,e,i,s,r),this.isCompressedArrayTexture=!0,this.image.depth=n,this.wrapR=st}}class sl extends mi{constructor(t,e,i,n,s,r,a,o,l){super(t,e,i,n,s,r,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}}class rl extends Fn{constructor(t){super(),this.isMeshStandardMaterial=!0,this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new hi(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 hi(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=be,this.normalScale=new Ye(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.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={STANDARD:""},this.color.copy(t.color),this.roughness=t.roughness,this.metalness=t.metalness,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.roughnessMap=t.roughnessMap,this.metalnessMap=t.metalnessMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.envMapIntensity=t.envMapIntensity,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class al extends rl{constructor(t){super(),this.isMeshPhysicalMaterial=!0,this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new Ye(1,1),this.clearcoatNormalMap=null,this.ior=1.5,Object.defineProperty(this,"reflectivity",{get:function(){return ke(2.5*(this.ior-1)/(this.ior+1),0,1)},set:function(t){this.ior=(1+.4*t)/(1-.4*t)}}),this.iridescenceMap=null,this.iridescenceIOR=1.3,this.iridescenceThicknessRange=[100,400],this.iridescenceThicknessMap=null,this.sheenColor=new hi(0),this.sheenColorMap=null,this.sheenRoughness=1,this.sheenRoughnessMap=null,this.transmissionMap=null,this.thickness=0,this.thicknessMap=null,this.attenuationDistance=1/0,this.attenuationColor=new hi(1,1,1),this.specularIntensity=1,this.specularIntensityMap=null,this.specularColor=new hi(1,1,1),this.specularColorMap=null,this._sheen=0,this._clearcoat=0,this._iridescence=0,this._transmission=0,this.setValues(t)}get sheen(){return this._sheen}set sheen(t){this._sheen>0!=t>0&&this.version++,this._sheen=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}function ol(t,e,i){return hl(t)?new t.constructor(t.subarray(e,void 0!==i?i:t.length)):t.slice(e,i)}function ll(t,e,i){return!t||!i&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function hl(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function cl(t){const e=t.length,i=new Array(e);for(let t=0;t!==e;++t)i[t]=t;return i.sort((function(e,i){return t[e]-t[i]})),i}function ul(t,e,i){const n=t.length,s=new t.constructor(n);for(let r=0,a=0;a!==n;++r){const n=i[r]*e;for(let i=0;i!==e;++i)s[a++]=t[n+i]}return s}function dl(t,e,i,n){let s=1,r=t[0];for(;void 0!==r&&void 0===r[n];)r=t[s++];if(void 0===r)return;let a=r[n];if(void 0!==a)if(Array.isArray(a))do{a=r[n],void 0!==a&&(e.push(r.time),i.push.apply(i,a)),r=t[s++]}while(void 0!==r);else if(void 0!==a.toArray)do{a=r[n],void 0!==a&&(e.push(r.time),a.toArray(i,i.length)),r=t[s++]}while(void 0!==r);else do{a=r[n],void 0!==a&&(e.push(r.time),i.push(a)),r=t[s++]}while(void 0!==r)}class Al{constructor(t,e,i,n){this.parameterPositions=t,this._cachedIndex=0,this.resultBuffer=void 0!==n?n:new e.constructor(i),this.sampleValues=e,this.valueSize=i,this.settings=null,this.DefaultSettings_={}}evaluate(t){const e=this.parameterPositions;let i=this._cachedIndex,n=e[i],s=e[i-1];t:{e:{let r;i:{n:if(!(t=s)break t;{const a=e[1];t=s)break e}r=i,i=0}}for(;i>>1;te;)--r;if(++r,0!==s||r!==n){s>=r&&(r=Math.max(r,1),s=r-1);const t=this.getValueSize();this.times=ol(i,s,r),this.values=ol(this.values,s*t,r*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const i=this.times,n=this.values,s=i.length;0===s&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let r=null;for(let e=0;e!==s;e++){const n=i[e];if("number"==typeof n&&isNaN(n)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,n),t=!1;break}if(null!==r&&r>n){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,n,r),t=!1;break}r=n}if(void 0!==n&&hl(n))for(let e=0,i=n.length;e!==i;++e){const i=n[e];if(isNaN(i)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,i),t=!1;break}}return t}optimize(){const t=ol(this.times),e=ol(this.values),i=this.getValueSize(),n=this.getInterpolation()===pe,s=t.length-1;let r=1;for(let a=1;a0){t[r]=t[s];for(let t=s*i,n=r*i,a=0;a!==i;++a)e[n+a]=e[t+a];++r}return r!==t.length?(this.times=ol(t,0,r),this.values=ol(e,0,r*i)):(this.times=t,this.values=e),this}clone(){const t=ol(this.times,0),e=ol(this.values,0),i=new(0,this.constructor)(this.name,t,e);return i.createInterpolant=this.createInterpolant,i}}fl.prototype.TimeBufferType=Float32Array,fl.prototype.ValueBufferType=Float32Array,fl.prototype.DefaultInterpolation=Ae;class vl extends fl{}vl.prototype.ValueTypeName="bool",vl.prototype.ValueBufferType=Array,vl.prototype.DefaultInterpolation=de,vl.prototype.InterpolantFactoryMethodLinear=void 0,vl.prototype.InterpolantFactoryMethodSmooth=void 0;class yl extends fl{}yl.prototype.ValueTypeName="color";class xl extends fl{}xl.prototype.ValueTypeName="number";class _l extends Al{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const s=this.resultBuffer,r=this.sampleValues,a=this.valueSize,o=(i-e)/(n-e);let l=t*a;for(let t=l+a;l!==t;l+=4)xi.slerpFlat(s,0,r,l-a,r,l,o);return s}}class El extends fl{InterpolantFactoryMethodLinear(t){return new _l(this.times,this.values,this.getValueSize(),t)}}El.prototype.ValueTypeName="quaternion",El.prototype.DefaultInterpolation=Ae,El.prototype.InterpolantFactoryMethodSmooth=void 0;class wl extends fl{}wl.prototype.ValueTypeName="string",wl.prototype.ValueBufferType=Array,wl.prototype.DefaultInterpolation=de,wl.prototype.InterpolantFactoryMethodLinear=void 0,wl.prototype.InterpolantFactoryMethodSmooth=void 0;class Cl extends fl{}Cl.prototype.ValueTypeName="vector";class bl{constructor(t,e=-1,i,n=2500){this.name=t,this.tracks=i,this.duration=e,this.blendMode=n,this.uuid=Ue(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],i=t.tracks,n=1/(t.fps||1);for(let t=0,s=i.length;t!==s;++t)e.push(Il(i[t]).scale(n));const s=new this(t.name,t.duration,e,t.blendMode);return s.uuid=t.uuid,s}static toJSON(t){const e=[],i=t.tracks,n={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,n=i.length;t!==n;++t)e.push(fl.toJSON(i[t]));return n}static CreateFromMorphTargetSequence(t,e,i,n){const s=e.length,r=[];for(let t=0;t1){const t=r[1];let e=n[t];e||(n[t]=e=[]),e.push(i)}}const r=[];for(const t in n)r.push(this.CreateFromMorphTargetSequence(t,n[t],e,i));return r}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const i=function(t,e,i,n,s){if(0!==i.length){const r=[],a=[];dl(i,r,a,n),0!==r.length&&s.push(new t(e,r,a))}},n=[],s=t.name||"default",r=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t{e&&e(s),this.manager.itemEnd(t)}),0),s;if(void 0!==Rl[t])return void Rl[t].push({onLoad:e,onProgress:i,onError:n});Rl[t]=[],Rl[t].push({onLoad:e,onProgress:i,onError:n});const r=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(r).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const i=Rl[t],n=e.body.getReader(),s=e.headers.get("Content-Length")||e.headers.get("X-File-Size"),r=s?parseInt(s):0,a=0!==r;let o=0;const l=new ReadableStream({start(t){!function e(){n.read().then((({done:n,value:s})=>{if(n)t.close();else{o+=s.byteLength;const n=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:r});for(let t=0,e=i.length;t{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),i=e&&e[1]?e[1].toLowerCase():void 0,n=new TextDecoder(i);return t.arrayBuffer().then((t=>n.decode(t)))}}})).then((e=>{Sl.add(t,e);const i=Rl[t];delete Rl[t];for(let t=0,n=i.length;t{const i=Rl[t];if(void 0===i)throw this.manager.itemError(t),e;delete Rl[t];for(let t=0,n=i.length;t{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class Ql extends Tl{constructor(t){super(t)}load(t,e,i,n){void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const s=this,r=Sl.get(t);if(void 0!==r)return s.manager.itemStart(t),setTimeout((function(){e&&e(r),s.manager.itemEnd(t)}),0),r;const a=$e("img");function o(){h(),Sl.add(t,this),e&&e(this),s.manager.itemEnd(t)}function l(e){h(),n&&n(e),s.manager.itemError(t),s.manager.itemEnd(t)}function h(){a.removeEventListener("load",o,!1),a.removeEventListener("error",l,!1)}return a.addEventListener("load",o,!1),a.addEventListener("error",l,!1),"data:"!==t.slice(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin),s.manager.itemStart(t),a.src=t,a}}class Pl extends Tl{constructor(t){super(t)}load(t,e,i,n){const s=this,r=new Io,a=new Ll(this.manager);return a.setResponseType("arraybuffer"),a.setRequestHeader(this.requestHeader),a.setPath(this.path),a.setWithCredentials(s.withCredentials),a.load(t,(function(t){const i=s.parse(t);i&&(void 0!==i.image?r.image=i.image:void 0!==i.data&&(r.image.width=i.width,r.image.height=i.height,r.image.data=i.data),r.wrapS=void 0!==i.wrapS?i.wrapS:st,r.wrapT=void 0!==i.wrapT?i.wrapT:st,r.magFilter=void 0!==i.magFilter?i.magFilter:ht,r.minFilter=void 0!==i.minFilter?i.minFilter:ht,r.anisotropy=void 0!==i.anisotropy?i.anisotropy:1,void 0!==i.encoding&&(r.encoding=i.encoding),void 0!==i.flipY&&(r.flipY=i.flipY),void 0!==i.format&&(r.format=i.format),void 0!==i.type&&(r.type=i.type),void 0!==i.mipmaps&&(r.mipmaps=i.mipmaps,r.minFilter=ut),1===i.mipmapCount&&(r.minFilter=ht),void 0!==i.generateMipmaps&&(r.generateMipmaps=i.generateMipmaps),r.needsUpdate=!0,e&&e(r,i))}),i,n),r}}class Fl extends Tl{constructor(t){super(t)}load(t,e,i,n){const s=new mi,r=new Ql(this.manager);return r.setCrossOrigin(this.crossOrigin),r.setPath(this.path),r.load(t,(function(t){s.image=t,s.needsUpdate=!0,void 0!==e&&e(s)}),i,n),s}}class Nl extends wn{constructor(t,e=1){super(),this.isLight=!0,this.type="Light",this.color=new hi(t),this.intensity=e}dispose(){}copy(t,e){return super.copy(t,e),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}const Ul=new Ki,kl=new _i,Ol=new _i;class Gl{constructor(t){this.camera=t,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new Ye(512,512),this.map=null,this.mapPass=null,this.matrix=new Ki,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new Rs,this._frameExtents=new Ye(1,1),this._viewportCount=1,this._viewports=[new gi(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(t){const e=this.camera,i=this.matrix;kl.setFromMatrixPosition(t.matrixWorld),e.position.copy(kl),Ol.setFromMatrixPosition(t.target.matrixWorld),e.lookAt(Ol),e.updateMatrixWorld(),Ul.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this._frustum.setFromProjectionMatrix(Ul),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(Ul)}getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(t){return this.camera=t.camera.clone(),this.bias=t.bias,this.radius=t.radius,this.mapSize.copy(t.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};return 0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}class zl extends Gl{constructor(){super(new xs(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(t){const e=this.camera,i=2*Ne*t.angle*this.focus,n=this.mapSize.width/this.mapSize.height,s=t.distance||e.far;i===e.fov&&n===e.aspect&&s===e.far||(e.fov=i,e.aspect=n,e.far=s,e.updateProjectionMatrix()),super.updateMatrices(t)}copy(t){return super.copy(t),this.focus=t.focus,this}}class Hl extends Nl{constructor(t,e,i=0,n=Math.PI/3,s=0,r=2){super(t,e),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(wn.DEFAULT_UP),this.updateMatrix(),this.target=new wn,this.distance=i,this.angle=n,this.penumbra=s,this.decay=r,this.map=null,this.shadow=new zl}get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.angle=t.angle,this.penumbra=t.penumbra,this.decay=t.decay,this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}const Vl=new Ki,Wl=new _i,ql=new _i;class jl extends Gl{constructor(){super(new xs(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new Ye(4,2),this._viewportCount=6,this._viewports=[new gi(2,1,1,1),new gi(0,1,1,1),new gi(3,1,1,1),new gi(1,1,1,1),new gi(3,0,1,1),new gi(1,0,1,1)],this._cubeDirections=[new _i(1,0,0),new _i(-1,0,0),new _i(0,0,1),new _i(0,0,-1),new _i(0,1,0),new _i(0,-1,0)],this._cubeUps=[new _i(0,1,0),new _i(0,1,0),new _i(0,1,0),new _i(0,1,0),new _i(0,0,1),new _i(0,0,-1)]}updateMatrices(t,e=0){const i=this.camera,n=this.matrix,s=t.distance||i.far;s!==i.far&&(i.far=s,i.updateProjectionMatrix()),Wl.setFromMatrixPosition(t.matrixWorld),i.position.copy(Wl),ql.copy(i.position),ql.add(this._cubeDirections[e]),i.up.copy(this._cubeUps[e]),i.lookAt(ql),i.updateMatrixWorld(),n.makeTranslation(-Wl.x,-Wl.y,-Wl.z),Vl.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(Vl)}}class Yl extends Nl{constructor(t,e,i=0,n=2){super(t,e),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=n,this.shadow=new jl}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}class Jl extends Gl{constructor(){super(new Ws(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class Xl extends Nl{constructor(t,e){super(t,e),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(wn.DEFAULT_UP),this.updateMatrix(),this.target=new wn,this.shadow=new Jl}dispose(){this.shadow.dispose()}copy(t){return super.copy(t),this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}class Kl{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new _i)}set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}getAt(t,e){const i=t.x,n=t.y,s=t.z,r=this.coefficients;return e.copy(r[0]).multiplyScalar(.282095),e.addScaledVector(r[1],.488603*n),e.addScaledVector(r[2],.488603*s),e.addScaledVector(r[3],.488603*i),e.addScaledVector(r[4],i*n*1.092548),e.addScaledVector(r[5],n*s*1.092548),e.addScaledVector(r[6],.315392*(3*s*s-1)),e.addScaledVector(r[7],i*s*1.092548),e.addScaledVector(r[8],.546274*(i*i-n*n)),e}getIrradianceAt(t,e){const i=t.x,n=t.y,s=t.z,r=this.coefficients;return e.copy(r[0]).multiplyScalar(.886227),e.addScaledVector(r[1],1.023328*n),e.addScaledVector(r[2],1.023328*s),e.addScaledVector(r[3],1.023328*i),e.addScaledVector(r[4],.858086*i*n),e.addScaledVector(r[5],.858086*n*s),e.addScaledVector(r[6],.743125*s*s-.247708),e.addScaledVector(r[7],.858086*i*s),e.addScaledVector(r[8],.429043*(i*i-n*n)),e}add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}addScaledSH(t,e){for(let i=0;i<9;i++)this.coefficients[i].addScaledVector(t.coefficients[i],e);return this}scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}lerp(t,e){for(let i=0;i<9;i++)this.coefficients[i].lerp(t.coefficients[i],e);return this}equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return!1;return!0}copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(t,e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].fromArray(t,e+3*n);return this}toArray(t=[],e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].toArray(t,e+3*n);return t}static getBasisAt(t,e){const i=t.x,n=t.y,s=t.z;e[0]=.282095,e[1]=.488603*n,e[2]=.488603*s,e[3]=.488603*i,e[4]=1.092548*i*n,e[5]=1.092548*n*s,e[6]=.315392*(3*s*s-1),e[7]=1.092548*i*s,e[8]=.546274*(i*i-n*n)}}class $l extends Nl{constructor(t=new Kl,e=1){super(void 0,e),this.isLightProbe=!0,this.sh=t}copy(t){return super.copy(t),this.sh.copy(t.sh),this}fromJSON(t){return this.intensity=t.intensity,this.sh.fromArray(t.sh),this}toJSON(t){const e=super.toJSON(t);return e.object.sh=this.sh.toArray(),e}}class Zl{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let i=0,n=t.length;i0&&this._mixBufferRegionAdditive(i,n,this._addIndex*e,1,e);for(let t=e,s=e+e;t!==s;++t)if(i[t]!==i[t+e]){a.setValue(i,n);break}}saveOriginalState(){const t=this.binding,e=this.buffer,i=this.valueSize,n=i*this._origIndex;t.getValue(e,n);for(let t=i,s=n;t!==s;++t)e[t]=e[n+t%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let i=t;i=.5)for(let n=0;n!==s;++n)t[e+n]=t[i+n]}_slerp(t,e,i,n){xi.slerpFlat(t,e,t,e,t,i,n)}_slerpAdditive(t,e,i,n,s){const r=this._workIndex*s;xi.multiplyQuaternionsFlat(t,r,t,e,t,i),xi.slerpFlat(t,e,t,e,t,r,n)}_lerp(t,e,i,n,s){const r=1-n;for(let a=0;a!==s;++a){const s=e+a;t[s]=t[s]*r+t[i+a]*n}}_lerpAdditive(t,e,i,n,s){for(let r=0;r!==s;++r){const s=e+r;t[s]=t[s]+t[i+r]*n}}}const ih="\\[\\]\\.:\\/",nh=new RegExp("["+ih+"]","g"),sh="[^"+ih+"]",rh="[^"+ih.replace("\\.","")+"]",ah=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",sh)+/(WCOD+)?/.source.replace("WCOD",rh)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",sh)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",sh)+"$"),oh=["material","materials","bones","map"];class lh{constructor(t,e,i){this.path=e,this.parsedPath=i||lh.parseTrackName(e),this.node=lh.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,i){return t&&t.isAnimationObjectGroup?new lh.Composite(t,e,i):new lh(t,e,i)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(nh,"")}static parseTrackName(t){const e=ah.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const i={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},n=i.nodeName&&i.nodeName.lastIndexOf(".");if(void 0!==n&&-1!==n){const t=i.nodeName.substring(n+1);-1!==oh.indexOf(t)&&(i.nodeName=i.nodeName.substring(0,n),i.objectName=t)}if(null===i.propertyName||0===i.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return i}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const i=t.skeleton.getBoneByName(e);if(void 0!==i)return i}if(t.children){const i=function(t){for(let n=0;n0){const t=this._interpolants,e=this._propertyBindings;if(2501===this.blendMode)for(let i=0,n=t.length;i!==n;++i)t[i].evaluate(r),e[i].accumulateAdditive(a);else for(let i=0,s=t.length;i!==s;++i)t[i].evaluate(r),e[i].accumulate(n,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const i=this._weightInterpolant;if(null!==i){const n=i.evaluate(t)[0];e*=n,t>i.parameterPositions[1]&&(this.stopFading(),0===n&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const i=this._timeScaleInterpolant;if(null!==i){e*=i.evaluate(t)[0],t>i.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,i=this.loop;let n=this.time+t,s=this._loopCount;const r=i===ue;if(0===t)return-1===s?n:r&&1==(1&s)?e-n:n;if(2200===i){-1===s&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(n>=e)n=e;else{if(!(n<0)){this.time=n;break t}n=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===s&&(t>=0?(s=0,this._setEndings(!0,0===this.repetitions,r)):this._setEndings(0===this.repetitions,!0,r)),n>=e||n<0){const i=Math.floor(n/e);n-=e*i,s+=Math.abs(i);const a=this.repetitions-s;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,n=t>0?e:0,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,r)}else this._setEndings(!1,!1,r);this._loopCount=s,this.time=n,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:i})}}else this.time=n;if(r&&1==(1&s))return e-n}return n}_setEndings(t,e,i){const n=this._interpolantSettings;i?(n.endingStart=ge,n.endingEnd=ge):(n.endingStart=t?this.zeroSlopeAtStart?ge:me:fe,n.endingEnd=e?this.zeroSlopeAtEnd?ge:me:fe)}_scheduleFading(t,e,i){const n=this._mixer,s=n.time;let r=this._weightInterpolant;null===r&&(r=n._lendControlInterpolant(),this._weightInterpolant=r);const a=r.parameterPositions,o=r.sampleValues;return a[0]=s,o[0]=e,a[1]=s+t,o[1]=i,this}}const ch=new Float32Array(1);class uh extends Le{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const i=t._localRoot||this._root,n=t._clip.tracks,s=n.length,r=t._propertyBindings,a=t._interpolants,o=i.uuid,l=this._bindingsByRootAndName;let h=l[o];void 0===h&&(h={},l[o]=h);for(let t=0;t!==s;++t){const s=n[t],l=s.name;let c=h[l];if(void 0!==c)++c.referenceCount,r[t]=c;else{if(c=r[t],void 0!==c){null===c._cacheIndex&&(++c.referenceCount,this._addInactiveBinding(c,o,l));continue}const n=e&&e._propertyBindings[t].binding.parsedPath;c=new eh(lh.create(i,l,n),s.ValueTypeName,s.getValueSize()),++c.referenceCount,this._addInactiveBinding(c,o,l),r[t]=c}a[t].resultBuffer=c.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,i=t._clip.uuid,n=this._actionsByClip[i];this._bindAction(t,n&&n.knownActions[0]),this._addInactiveAction(t,i,e)}const e=t._propertyBindings;for(let t=0,i=e.length;t!==i;++t){const i=e[t];0==i.useCount++&&(this._lendBinding(i),i.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,i=e.length;t!==i;++t){const i=e[t];0==--i.useCount&&(i.restoreOriginalState(),this._takeBackBinding(i))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,i=this._nActiveActions,n=this.time+=t,s=Math.sign(t),r=this._accuIndex^=1;for(let a=0;a!==i;++a){e[a]._update(n,t,s,r)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(r);return this}setTime(t){this.time=0;for(let t=0;t>-e-14,n[256|t]=1024>>-e-14|32768,s[t]=-e-1,s[256|t]=-e-1):e<=15?(n[t]=e+15<<10,n[256|t]=e+15<<10|32768,s[t]=13,s[256|t]=13):e<128?(n[t]=31744,n[256|t]=64512,s[t]=24,s[256|t]=24):(n[t]=31744,n[256|t]=64512,s[t]=13,s[256|t]=13)}const r=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,i=0;for(;0==(8388608&e);)e<<=1,i-=8388608;e&=-8388609,i+=947912704,r[t]=e|i}for(let t=1024;t<2048;++t)r[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:i,baseTable:n,shiftTable:s,mantissaTable:r,exponentTable:a,offsetTable:o}}var fh=Object.freeze({__proto__:null,fromHalfFloat:function(t){const e=t>>10;return mh.uint32View[0]=mh.mantissaTable[mh.offsetTable[e]+(1023&t)]+mh.exponentTable[e],mh.floatView[0]},toHalfFloat:function(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=ke(t,-65504,65504),mh.floatView[0]=t;const e=mh.uint32View[0],i=e>>23&511;return mh.baseTable[i]+((8388607&e)>>mh.shiftTable[i])}});"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:n}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=n) +/** + * @license + * Copyright 2019 Google LLC + * SPDX-License-Identifier: BSD-3-Clause + */;const vh=window,yh=vh.ShadowRoot&&(void 0===vh.ShadyCSS||vh.ShadyCSS.nativeShadow)&&"adoptedStyleSheets"in Document.prototype&&"replace"in CSSStyleSheet.prototype,xh=Symbol(),_h=new WeakMap;class Eh{constructor(t,e,i){if(this._$cssResult$=!0,i!==xh)throw Error("CSSResult is not constructable. Use `unsafeCSS` or `css` instead.");this.cssText=t,this.t=e}get styleSheet(){let t=this.o;const e=this.t;if(yh&&void 0===t){const i=void 0!==e&&1===e.length;i&&(t=_h.get(e)),void 0===t&&((this.o=t=new CSSStyleSheet).replaceSync(this.cssText),i&&_h.set(e,t))}return t}toString(){return this.cssText}}const wh=yh?t=>t:t=>t instanceof CSSStyleSheet?(t=>{let e="";for(const i of t.cssRules)e+=i.cssText;return(t=>new Eh("string"==typeof t?t:t+"",void 0,xh))(e)})(t):t +/** + * @license + * Copyright 2017 Google LLC + * SPDX-License-Identifier: BSD-3-Clause + */;var Ch;const bh=window,Ih=bh.trustedTypes,Sh=Ih?Ih.emptyScript:"",Mh=bh.reactiveElementPolyfillSupport,Bh={toAttribute(t,e){switch(e){case Boolean:t=t?Sh:null;break;case Object:case Array:t=null==t?t:JSON.stringify(t)}return t},fromAttribute(t,e){let i=t;switch(e){case Boolean:i=null!==t;break;case Number:i=null===t?null:Number(t);break;case Object:case Array:try{i=JSON.parse(t)}catch(t){i=null}}return i}},Th=(t,e)=>e!==t&&(e==e||t==t),Rh={attribute:!0,type:String,converter:Bh,reflect:!1,hasChanged:Th};class Dh extends HTMLElement{constructor(){super(),this._$Ei=new Map,this.isUpdatePending=!1,this.hasUpdated=!1,this._$El=null,this.u()}static addInitializer(t){var e;this.finalize(),(null!==(e=this.h)&&void 0!==e?e:this.h=[]).push(t)}static get observedAttributes(){this.finalize();const t=[];return this.elementProperties.forEach(((e,i)=>{const n=this._$Ep(i,e);void 0!==n&&(this._$Ev.set(n,i),t.push(n))})),t}static createProperty(t,e=Rh){if(e.state&&(e.attribute=!1),this.finalize(),this.elementProperties.set(t,e),!e.noAccessor&&!this.prototype.hasOwnProperty(t)){const i="symbol"==typeof t?Symbol():"__"+t,n=this.getPropertyDescriptor(t,i,e);void 0!==n&&Object.defineProperty(this.prototype,t,n)}}static getPropertyDescriptor(t,e,i){return{get(){return this[e]},set(n){const s=this[t];this[e]=n,this.requestUpdate(t,s,i)},configurable:!0,enumerable:!0}}static getPropertyOptions(t){return 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All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const yc=null!=navigator.xr&&null!=self.XRSession&&null!=navigator.xr.isSessionSupported,xc=yc&&null!=self.XRSession.prototype.requestHitTestSource,_c=null!=self.ResizeObserver,Ec=null!=self.IntersectionObserver,wc=xc;(()=>{const t=navigator.userAgent||navigator.vendor||self.opera;let e=!1;(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(t)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(t.substr(0,4)))&&(e=!0)})(),/\bCrOS\b/.test(navigator.userAgent);const Cc=/android/i.test(navigator.userAgent),bc=/iPad|iPhone|iPod/.test(navigator.userAgent)&&!self.MSStream||"MacIntel"===navigator.platform&&navigator.maxTouchPoints>1;/Safari\//.test(navigator.userAgent);const Ic=/firefox/i.test(navigator.userAgent),Sc=/OculusBrowser/.test(navigator.userAgent);bc&&/CriOS\//.test(navigator.userAgent);const Mc=Cc&&!Ic&&!Sc,Bc=Boolean(window.webkit&&window.webkit.messageHandlers),Tc=(()=>{if(bc){if(Bc)return Boolean(/CriOS\/|EdgiOS\/|FxiOS\/|GSA\/|DuckDuckGo\//.test(navigator.userAgent));{const t=document.createElement("a");return Boolean(t.relList&&t.relList.supports&&t.relList.supports("ar"))}}return!1})(),Rc=t=>t&&"null"!==t?Lc(t):null,Dc=()=>{if(wc)return;const t=[];throw yc||t.push("WebXR Device API"),xc||t.push("WebXR Hit Test API"),new Error(`The following APIs are required for AR, but are missing in this browser: ${t.join(", ")}`)},Lc=t=>new URL(t,window.location.toString()).toString(),Qc=(t,e)=>{let i=null;return(...n)=>{null!=i&&self.clearTimeout(i),i=self.setTimeout((()=>{i=null,t(...n)}),e)}},Pc=(t,e,i)=>Math.max(e,Math.min(i,t)),Fc=(()=>{const t=(()=>{var t;if(null===(t=document.documentElement.getAttribute("itemtype"))||void 0===t?void 0:t.includes("schema.org/SearchResultsPage"))return!0;const e=null!=document.head?Array.from(document.head.querySelectorAll("meta")):[];for(const t of e)if("viewport"===t.name)return!0;return!1})();return t||console.warn('No detected; will cap pixel density at 1.'),()=>t?window.devicePixelRatio:1})(),Nc=(()=>{const t=new RegExp("[?&]model-viewer-debug-mode(&|$)");return()=>self.ModelViewerElement&&self.ModelViewerElement.debugMode||self.location&&self.location.search&&self.location.search.match(t)})(); +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var Uc=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const kc=Symbol("currentEnvironmentMap"),Oc=Symbol("currentBackground"),Gc=Symbol("updateEnvironment"),zc=Symbol("cancelEnvironmentUpdate"); +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const Hc=Kh` + +

+ + + +
+ + + +
+ +
+ +
+ +
+
+
+
+ +
+
+ +
+
+ +
+ +
+
+ +
+ + +
+
+ +
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Processing not possible."),t;for(let t=0;t=2.0 are supported.")));const l=new ku(s,{path:e||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});l.fileLoader.setRequestHeader(this.requestHeader);for(let t=0;t=0&&void 0===a[e]&&console.warn('THREE.GLTFLoader: Unknown extension "'+e+'".')}}l.setExtensions(r),l.setPlugins(a),l.parse(i,n)}parseAsync(t,e){const i=this;return new Promise((function(n,s){i.parse(t,e,n,s)}))}}function Yc(){let t={};return{get:function(e){return t[e]},add:function(e,i){t[e]=i},remove:function(e){delete t[e]},removeAll:function(){t={}}}}const Jc={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"};class Xc{constructor(t){this.parser=t,this.name=Jc.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){const t=this.parser,e=this.parser.json.nodes||[];for(let i=0,n=e.length;i=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return e.loadTextureImage(t,s.source,r)}}class ou{constructor(t){this.parser=t,this.name=Jc.EXT_TEXTURE_WEBP,this.isSupported=null}loadTexture(t){const e=this.name,i=this.parser,n=i.json,s=n.textures[t];if(!s.extensions||!s.extensions[e])return null;const r=s.extensions[e],a=n.images[r.source];let o=i.textureLoader;if(a.uri){const t=i.options.manager.getHandler(a.uri);null!==t&&(o=t)}return this.detectSupport().then((function(s){if(s)return i.loadTextureImage(t,r.source,o);if(n.extensionsRequired&&n.extensionsRequired.indexOf(e)>=0)throw new Error("THREE.GLTFLoader: WebP required by asset but unsupported.");return i.loadTexture(t)}))}detectSupport(){return this.isSupported||(this.isSupported=new Promise((function(t){const e=new Image;e.src="data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA",e.onload=e.onerror=function(){t(1===e.height)}}))),this.isSupported}}class lu{constructor(t){this.name=Jc.EXT_MESHOPT_COMPRESSION,this.parser=t}loadBufferView(t){const e=this.parser.json,i=e.bufferViews[t];if(i.extensions&&i.extensions[this.name]){const t=i.extensions[this.name],n=this.parser.getDependency("buffer",t.buffer),s=this.parser.options.meshoptDecoder;if(!s||!s.supported){if(e.extensionsRequired&&e.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return n.then((function(e){const i=t.byteOffset||0,n=t.byteLength||0,r=t.count,a=t.byteStride,o=new Uint8Array(e,i,n);return s.decodeGltfBufferAsync?s.decodeGltfBufferAsync(r,a,o,t.mode,t.filter).then((function(t){return t.buffer})):s.ready.then((function(){const e=new ArrayBuffer(r*a);return s.decodeGltfBuffer(new Uint8Array(e),r,a,o,t.mode,t.filter),e}))}))}return null}}class hu{constructor(t){this.name=Jc.EXT_MESH_GPU_INSTANCING,this.parser=t}createNodeMesh(t){const e=this.parser.json,i=e.nodes[t];if(!i.extensions||!i.extensions[this.name]||void 0===i.mesh)return null;const n=e.meshes[i.mesh];for(const t of n.primitives)if(t.mode!==xu.TRIANGLES&&t.mode!==xu.TRIANGLE_STRIP&&t.mode!==xu.TRIANGLE_FAN&&void 0!==t.mode)return null;const s=i.extensions[this.name].attributes,r=[],a={};for(const t in s)r.push(this.parser.getDependency("accessor",s[t]).then((e=>(a[t]=e,a[t]))));return r.length<1?null:(r.push(this.parser.createNodeMesh(t)),Promise.all(r).then((t=>{const e=t.pop(),i=e.isGroup?e.children:[e],n=t[0].count,s=[];for(const t of i){const e=new Ki,i=new _i,r=new xi,o=new _i(1,1,1),l=new Fo(t.geometry,t.material,n);for(let t=0;t-1,s=n?navigator.userAgent.match(/Firefox\/([0-9]+)\./)[1]:-1),"undefined"==typeof createImageBitmap||i||n&&s<98?this.textureLoader=new Fl(this.options.manager):this.textureLoader=new th(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new Ll(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),"use-credentials"===this.options.crossOrigin&&this.fileLoader.setWithCredentials(!0)}setExtensions(t){this.extensions=t}setPlugins(t){this.plugins=t}parse(t,e){const i=this,n=this.json,s=this.extensions;this.cache.removeAll(),this._invokeAll((function(t){return t._markDefs&&t._markDefs()})),Promise.all(this._invokeAll((function(t){return t.beforeRoot&&t.beforeRoot()}))).then((function(){return Promise.all([i.getDependencies("scene"),i.getDependencies("animation"),i.getDependencies("camera")])})).then((function(e){const r={scene:e[0][n.scene||0],scenes:e[0],animations:e[1],cameras:e[2],asset:n.asset,parser:i,userData:{}};Du(s,r,n),Lu(r,n),Promise.all(i._invokeAll((function(t){return t.afterRoot&&t.afterRoot(r)}))).then((function(){t(r)}))})).catch(e)}_markDefs(){const t=this.json.nodes||[],e=this.json.skins||[],i=this.json.meshes||[];for(let i=0,n=e.length;i{const i=this.associations.get(t);null!=i&&this.associations.set(e,i);for(const[i,n]of t.children.entries())s(n,e.children[i])};return s(i,n),n.name+="_instance_"+t.uses[e]++,n}_invokeOne(t){const e=Object.values(this.plugins);e.push(this);for(let i=0;i=2&&A.setY(e,c[t*r+1]),r>=3&&A.setZ(e,c[t*r+2]),r>=4&&A.setW(e,c[t*r+3]),r>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}}return A}))}loadTexture(t){const e=this.json,i=this.options,n=e.textures[t].source,s=e.images[n];let r=this.textureLoader;if(s.uri){const t=i.manager.getHandler(s.uri);null!==t&&(r=t)}return this.loadTextureImage(t,n,r)}loadTextureImage(t,e,i){const n=this,s=this.json,r=s.textures[t],a=s.images[e],o=(a.uri||a.bufferView)+":"+r.sampler;if(this.textureCache[o])return this.textureCache[o];const l=this.loadImageSource(e,i).then((function(e){e.flipY=!1,e.name=r.name||a.name||"";const i=(s.samplers||{})[r.sampler]||{};return e.magFilter=Eu[i.magFilter]||ht,e.minFilter=Eu[i.minFilter]||ut,e.wrapS=wu[i.wrapS]||nt,e.wrapT=wu[i.wrapT]||nt,n.associations.set(e,{textures:t}),e})).catch((function(){return null}));return this.textureCache[o]=l,l}loadImageSource(t,e){const i=this,n=this.json,s=this.options;if(void 0!==this.sourceCache[t])return this.sourceCache[t].then((t=>t.clone()));const r=n.images[t],a=self.URL||self.webkitURL;let o=r.uri||"",l=!1;if(void 0!==r.bufferView)o=i.getDependency("bufferView",r.bufferView).then((function(t){l=!0;const e=new Blob([t],{type:r.mimeType});return o=a.createObjectURL(e),o}));else if(void 0===r.uri)throw new Error("THREE.GLTFLoader: Image "+t+" is missing URI and bufferView");const h=Promise.resolve(o).then((function(t){return new Promise((function(i,n){let r=i;!0===e.isImageBitmapLoader&&(r=function(t){const e=new mi(t);e.needsUpdate=!0,i(e)}),e.load(Zl.resolveURL(t,s.path),r,void 0,n)}))})).then((function(t){var e;return!0===l&&a.revokeObjectURL(o),t.userData.mimeType=r.mimeType||((e=r.uri).search(/\.jpe?g($|\?)/i)>0||0===e.search(/^data\:image\/jpeg/)?"image/jpeg":e.search(/\.webp($|\?)/i)>0||0===e.search(/^data\:image\/webp/)?"image/webp":"image/png"),t})).catch((function(t){throw console.error("THREE.GLTFLoader: Couldn't load texture",o),t}));return this.sourceCache[t]=h,h}assignTexture(t,e,i,n){const s=this;return this.getDependency("texture",i.index).then((function(r){if(!r)return null;if(void 0===i.texCoord||0==i.texCoord||"aoMap"===e&&1==i.texCoord||console.warn("THREE.GLTFLoader: Custom UV set "+i.texCoord+" for texture "+e+" not yet supported."),s.extensions[Jc.KHR_TEXTURE_TRANSFORM]){const t=void 0!==i.extensions?i.extensions[Jc.KHR_TEXTURE_TRANSFORM]:void 0;if(t){const e=s.associations.get(r);r=s.extensions[Jc.KHR_TEXTURE_TRANSFORM].extendTexture(r,t),s.associations.set(r,e)}}return void 0!==n&&(r.encoding=n),t[e]=r,r}))}assignFinalMaterial(t){const e=t.geometry;let i=t.material;const n=void 0===e.attributes.tangent,s=void 0!==e.attributes.color,r=void 0===e.attributes.normal;if(t.isPoints){const t="PointsMaterial:"+i.uuid;let e=this.cache.get(t);e||(e=new Yo,Fn.prototype.copy.call(e,i),e.color.copy(i.color),e.map=i.map,e.sizeAttenuation=!1,this.cache.add(t,e)),i=e}else if(t.isLine){const t="LineBasicMaterial:"+i.uuid;let e=this.cache.get(t);e||(e=new No,Fn.prototype.copy.call(e,i),e.color.copy(i.color),this.cache.add(t,e)),i=e}if(n||s||r){let t="ClonedMaterial:"+i.uuid+":";n&&(t+="derivative-tangents:"),s&&(t+="vertex-colors:"),r&&(t+="flat-shading:");let e=this.cache.get(t);e||(e=i.clone(),s&&(e.vertexColors=!0),r&&(e.flatShading=!0),n&&(e.normalScale&&(e.normalScale.y*=-1),e.clearcoatNormalScale&&(e.clearcoatNormalScale.y*=-1)),this.cache.add(t,e),this.associations.set(e,this.associations.get(i))),i=e}i.aoMap&&void 0===e.attributes.uv2&&void 0!==e.attributes.uv&&e.setAttribute("uv2",e.attributes.uv),t.material=i}getMaterialType(){return rl}loadMaterial(t){const e=this,i=this.json,n=this.extensions,s=i.materials[t];let r;const a={},o=[];if((s.extensions||{})[Jc.KHR_MATERIALS_UNLIT]){const t=n[Jc.KHR_MATERIALS_UNLIT];r=t.getMaterialType(),o.push(t.extendParams(a,s,e))}else{const i=s.pbrMetallicRoughness||{};if(a.color=new hi(1,1,1),a.opacity=1,Array.isArray(i.baseColorFactor)){const t=i.baseColorFactor;a.color.fromArray(t),a.opacity=t[3]}void 0!==i.baseColorTexture&&o.push(e.assignTexture(a,"map",i.baseColorTexture,we)),a.metalness=void 0!==i.metallicFactor?i.metallicFactor:1,a.roughness=void 0!==i.roughnessFactor?i.roughnessFactor:1,void 0!==i.metallicRoughnessTexture&&(o.push(e.assignTexture(a,"metalnessMap",i.metallicRoughnessTexture)),o.push(e.assignTexture(a,"roughnessMap",i.metallicRoughnessTexture))),r=this._invokeOne((function(e){return e.getMaterialType&&e.getMaterialType(t)})),o.push(Promise.all(this._invokeAll((function(e){return e.extendMaterialParams&&e.extendMaterialParams(t,a)}))))}!0===s.doubleSided&&(a.side=d);const l=s.alphaMode||Mu;if(l===Tu?(a.transparent=!0,a.depthWrite=!1):(a.transparent=!1,l===Bu&&(a.alphaTest=void 0!==s.alphaCutoff?s.alphaCutoff:.5)),void 0!==s.normalTexture&&r!==Nn&&(o.push(e.assignTexture(a,"normalMap",s.normalTexture)),a.normalScale=new Ye(1,1),void 0!==s.normalTexture.scale)){const t=s.normalTexture.scale;a.normalScale.set(t,t)}return void 0!==s.occlusionTexture&&r!==Nn&&(o.push(e.assignTexture(a,"aoMap",s.occlusionTexture)),void 0!==s.occlusionTexture.strength&&(a.aoMapIntensity=s.occlusionTexture.strength)),void 0!==s.emissiveFactor&&r!==Nn&&(a.emissive=(new hi).fromArray(s.emissiveFactor)),void 0!==s.emissiveTexture&&r!==Nn&&o.push(e.assignTexture(a,"emissiveMap",s.emissiveTexture,we)),Promise.all(o).then((function(){const i=new r(a);return s.name&&(i.name=s.name),Lu(i,s),e.associations.set(i,{materials:t}),s.extensions&&Du(n,i,s),i}))}createUniqueName(t){const e=lh.sanitizeNodeName(t||"");let i=e;for(let t=1;this.nodeNamesUsed[i];++t)i=e+"_"+t;return this.nodeNamesUsed[i]=!0,i}loadGeometries(t){const e=this,i=this.extensions,n=this.primitiveCache;function s(t){return i[Jc.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(t,e).then((function(i){return Ou(i,t,e)}))}const r=[];for(let i=0,a=t.length;i0&&Qu(u,s),u.name=e.createUniqueName(s.name||"mesh_"+t),Lu(u,s),c.extensions&&Du(n,u,c),e.assignFinalMaterial(u),l.push(u)}for(let i=0,n=l.length;i1?new ao:1===a.length?a[0]:new wn,h!==a[0])for(let t=0,e=a.length;t{const e=new Map;for(const[t,i]of n.associations)(t instanceof Fn||t instanceof mi)&&e.set(t,i);return t.traverse((t=>{const i=n.associations.get(t);null!=i&&e.set(t,i)})),e})(s),s}))}}function Ou(t,e,i){const n=e.attributes,s=[];function r(e,n){return i.getDependency("accessor",e).then((function(e){t.setAttribute(n,e)}))}for(const e in n){const i=bu[e]||e.toLowerCase();i in t.attributes||s.push(r(n[e],i))}if(void 0!==e.indices&&!t.index){const n=i.getDependency("accessor",e.indices).then((function(e){t.setIndex(e)}));s.push(n)}return Lu(t,e),function(t,e,i){const n=e.attributes,s=new Ci;if(void 0===n.POSITION)return;{const t=i.json.accessors[n.POSITION],e=t.min,r=t.max;if(void 0===e||void 0===r)return void console.warn("THREE.GLTFLoader: Missing min/max properties for accessor POSITION.");if(s.set(new _i(e[0],e[1],e[2]),new _i(r[0],r[1],r[2])),t.normalized){const e=Nu(_u[t.componentType]);s.min.multiplyScalar(e),s.max.multiplyScalar(e)}}const r=e.targets;if(void 0!==r){const t=new _i,e=new _i;for(let n=0,s=r.length;n{const n=this._getIdleWorker();-1!==n?(this._initWorker(n),this.workerStatus|=1<t.terminate())),this.workersResolve.length=0,this.workers.length=0,this.queue.length=0,this.workerStatus=0}}const zu=0,Hu=2;class Vu{constructor(){this.vkFormat=0,this.typeSize=1,this.pixelWidth=0,this.pixelHeight=0,this.pixelDepth=0,this.layerCount=0,this.faceCount=1,this.supercompressionScheme=0,this.levels=[],this.dataFormatDescriptor=[{vendorId:0,descriptorType:0,descriptorBlockSize:0,versionNumber:2,colorModel:0,colorPrimaries:1,transferFunction:2,flags:0,texelBlockDimension:[0,0,0,0],bytesPlane:[0,0,0,0,0,0,0,0],samples:[]}],this.keyValue={},this.globalData=null}}class Wu{constructor(t,e,i,n){this._dataView=new DataView(t.buffer,t.byteOffset+e,i),this._littleEndian=n,this._offset=0}_nextUint8(){const t=this._dataView.getUint8(this._offset);return this._offset+=1,t}_nextUint16(){const t=this._dataView.getUint16(this._offset,this._littleEndian);return this._offset+=2,t}_nextUint32(){const t=this._dataView.getUint32(this._offset,this._littleEndian);return this._offset+=4,t}_nextUint64(){const t=this._dataView.getUint32(this._offset,this._littleEndian)+2**32*this._dataView.getUint32(this._offset+4,this._littleEndian);return this._offset+=8,t}_nextInt32(){const t=this._dataView.getInt32(this._offset,this._littleEndian);return this._offset+=4,t}_skip(t){return this._offset+=t,this}_scan(t,e=0){const i=this._offset;let n=0;for(;this._dataView.getUint8(this._offset)!==e&&nt.arrayBuffer())).then((t=>WebAssembly.instantiate(t,Ku))).then(this._init):WebAssembly.instantiate(Buffer.from(Zu,"base64"),Ku).then(this._init),Yu)}_init(t){Ju=t.instance,Ku.env.emscripten_notify_memory_growth(0)}decode(t,e=0){if(!Ju)throw new Error("ZSTDDecoder: Await .init() before decoding.");const i=t.byteLength,n=Ju.exports.malloc(i);Xu.set(t,n),e=e||Number(Ju.exports.ZSTD_findDecompressedSize(n,i));const s=Ju.exports.malloc(e),r=Ju.exports.ZSTD_decompress(s,e,n,i),a=Xu.slice(s,s+r);return Ju.exports.free(n),Ju.exports.free(s),a}}const Zu="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WeakMap;let ed,id=0;class nd extends Tl{constructor(t){super(t),this.transcoderPath="",this.transcoderBinary=null,this.transcoderPending=null,this.workerPool=new Gu,this.workerSourceURL="",this.workerConfig=null,"undefined"!=typeof MSC_TRANSCODER&&console.warn('THREE.KTX2Loader: Please update to latest "basis_transcoder". "msc_basis_transcoder" is no longer supported in three.js r125+.')}setTranscoderPath(t){return this.transcoderPath=t,this}setWorkerLimit(t){return this.workerPool.setWorkerLimit(t),this}detectSupport(t){return this.workerConfig={astcSupported:t.extensions.has("WEBGL_compressed_texture_astc"),etc1Supported:t.extensions.has("WEBGL_compressed_texture_etc1"),etc2Supported:t.extensions.has("WEBGL_compressed_texture_etc"),dxtSupported:t.extensions.has("WEBGL_compressed_texture_s3tc"),bptcSupported:t.extensions.has("EXT_texture_compression_bptc"),pvrtcSupported:t.extensions.has("WEBGL_compressed_texture_pvrtc")||t.extensions.has("WEBKIT_WEBGL_compressed_texture_pvrtc")},t.capabilities.isWebGL2&&(this.workerConfig.etc1Supported=!1),this}init(){if(!this.transcoderPending){const t=new Ll(this.manager);t.setPath(this.transcoderPath),t.setWithCredentials(this.withCredentials);const e=t.loadAsync("basis_transcoder.js"),i=new Ll(this.manager);i.setPath(this.transcoderPath),i.setResponseType("arraybuffer"),i.setWithCredentials(this.withCredentials);const n=i.loadAsync("basis_transcoder.wasm");this.transcoderPending=Promise.all([e,n]).then((([t,e])=>{const i=nd.BasisWorker.toString(),n=["/* constants */","let _EngineFormat = "+JSON.stringify(nd.EngineFormat),"let _TranscoderFormat = "+JSON.stringify(nd.TranscoderFormat),"let _BasisFormat = "+JSON.stringify(nd.BasisFormat),"/* basis_transcoder.js */",t,"/* worker */",i.substring(i.indexOf("{")+1,i.lastIndexOf("}"))].join("\n");this.workerSourceURL=URL.createObjectURL(new Blob([n])),this.transcoderBinary=e,this.workerPool.setWorkerCreator((()=>{const t=new Worker(this.workerSourceURL),e=this.transcoderBinary.slice(0);return t.postMessage({type:"init",config:this.workerConfig,transcoderBinary:e},[e]),t}))})),id>0&&console.warn("THREE.KTX2Loader: Multiple active KTX2 loaders may cause performance issues. Use a single KTX2Loader instance, or call .dispose() on old instances."),id++}return this.transcoderPending}load(t,e,i,n){if(null===this.workerConfig)throw new Error("THREE.KTX2Loader: Missing initialization with `.detectSupport( renderer )`.");const s=new Ll(this.manager);s.setResponseType("arraybuffer"),s.setWithCredentials(this.withCredentials),s.load(t,(t=>{if(td.has(t)){return td.get(t).promise.then(e).catch(n)}this._createTexture(t).then((t=>e?e(t):null)).catch(n)}),i,n)}_createTextureFrom(t,e){const{mipmaps:i,width:n,height:s,format:r,type:a,error:o,dfdTransferFn:l,dfdFlags:h}=t;if("error"===a)return Promise.reject(o);const c=e.layerCount>1?new nl(i,n,s,e.layerCount,r,dt):new il(i,n,s,r,dt);return c.minFilter=1===i.length?ht:ut,c.magFilter=ht,c.generateMipmaps=!1,c.needsUpdate=!0,c.encoding=2===l?we:Ee,c.premultiplyAlpha=!!(1&h),c}async _createTexture(t,e={}){const i=function(t){const e=new Uint8Array(t.buffer,t.byteOffset,qu.length);if(e[0]!==qu[0]||e[1]!==qu[1]||e[2]!==qu[2]||e[3]!==qu[3]||e[4]!==qu[4]||e[5]!==qu[5]||e[6]!==qu[6]||e[7]!==qu[7]||e[8]!==qu[8]||e[9]!==qu[9]||e[10]!==qu[10]||e[11]!==qu[11])throw new Error("Missing KTX 2.0 identifier.");const i=new Vu,n=17*Uint32Array.BYTES_PER_ELEMENT,s=new Wu(t,qu.length,n,!0);i.vkFormat=s._nextUint32(),i.typeSize=s._nextUint32(),i.pixelWidth=s._nextUint32(),i.pixelHeight=s._nextUint32(),i.pixelDepth=s._nextUint32(),i.layerCount=s._nextUint32(),i.faceCount=s._nextUint32();const r=s._nextUint32();i.supercompressionScheme=s._nextUint32();const a=s._nextUint32(),o=s._nextUint32(),l=s._nextUint32(),h=s._nextUint32(),c=s._nextUint64(),u=s._nextUint64(),d=new Wu(t,qu.length+n,3*r*8,!0);for(let e=0;e{const e=new $u;await e.init(),t(e)}))),a=(await ed).decode(r.levelData,r.uncompressedByteLength)}o=rd[e]===vt?new Float32Array(a.buffer,a.byteOffset,a.byteLength/Float32Array.BYTES_PER_ELEMENT):rd[e]===yt?new Uint16Array(a.buffer,a.byteOffset,a.byteLength/Uint16Array.BYTES_PER_ELEMENT):a;const l=0===s?new Io(o,i,n):new yi(o,i,n,s);return l.type=rd[e],l.format=sd[e],l.encoding=ad[e]||Ee,l.needsUpdate=!0,Promise.resolve(l)} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */(i);const n=e,s=this.init().then((()=>this.workerPool.postMessage({type:"transcode",buffer:t,taskConfig:n},[t]))).then((t=>this._createTextureFrom(t.data,i)));return td.set(t,{promise:s}),s}dispose(){return this.workerPool.dispose(),this.workerSourceURL&&URL.revokeObjectURL(this.workerSourceURL),id--,this}}nd.BasisFormat={ETC1S:0,UASTC_4x4:1},nd.TranscoderFormat={ETC1:0,ETC2:1,BC1:2,BC3:3,BC4:4,BC5:5,BC7_M6_OPAQUE_ONLY:6,BC7_M5:7,PVRTC1_4_RGB:8,PVRTC1_4_RGBA:9,ASTC_4x4:10,ATC_RGB:11,ATC_RGBA_INTERPOLATED_ALPHA:12,RGBA32:13,RGB565:14,BGR565:15,RGBA4444:16},nd.EngineFormat={RGBAFormat:Ct,RGBA_ASTC_4x4_Format:Wt,RGBA_BPTC_Format:re,RGBA_ETC2_EAC_Format:Vt,RGBA_PVRTC_4BPPV1_Format:Ot,RGBA_S3TC_DXT5_Format:Nt,RGB_ETC1_Format:zt,RGB_ETC2_Format:Ht,RGB_PVRTC_4BPPV1_Format:Ut,RGB_S3TC_DXT1_Format:Qt},nd.BasisWorker=function(){let t,e,i;const n=_EngineFormat,s=_TranscoderFormat,r=_BasisFormat;self.addEventListener("message",(function(a){const u=a.data;switch(u.type){case"init":t=u.config,d=u.transcoderBinary,e=new Promise((t=>{i={wasmBinary:d,onRuntimeInitialized:t},BASIS(i)})).then((()=>{i.initializeBasis(),void 0===i.KTX2File&&console.warn("THREE.KTX2Loader: Please update Basis Universal transcoder.")}));break;case"transcode":e.then((()=>{try{const{width:e,height:a,hasAlpha:d,mipmaps:A,format:p,dfdTransferFn:m,dfdFlags:g}=function(e){const a=new i.KTX2File(new Uint8Array(e));function u(){a.close(),a.delete()}if(!a.isValid())throw u(),new Error("THREE.KTX2Loader:\tInvalid or unsupported .ktx2 file");const d=a.isUASTC()?r.UASTC_4x4:r.ETC1S,A=a.getWidth(),p=a.getHeight(),m=a.getLayers()||1,g=a.getLevels(),f=a.getHasAlpha(),v=a.getDFDTransferFunc(),y=a.getDFDFlags(),{transcoderFormat:x,engineFormat:_}=function(e,i,a,c){let u,d;const A=e===r.ETC1S?o:l;for(let n=0;n=this[dd];--t){const e=this[cd][t];0===this[hd].get(e)&&(this[Ad].delete(e),this[cd].splice(t,1))}}} +/* @license + * Copyright 2021 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const md=t=>{const e=new Map;for(const i of t.mappings)for(const t of i.variants)e.set(t,{material:null,gltfMaterialIndex:i.material});return e};class gd{constructor(t){this.parser=t,this.name="KHR_materials_variants"}afterRoot(t){const e=this.parser,i=e.json;if(void 0===i.extensions||void 0===i.extensions[this.name])return null;const n=(t=>{const e=[],i=new Set;for(const n of t){let t=n,s=0;for(;i.has(t);)t=n+"."+ ++s;i.add(t),e.push(t)}return e})((i.extensions[this.name].variants||[]).map((t=>t.name)));for(const n of t.scenes)n.traverse((t=>{const n=t;if(!n.isMesh)return;const s=e.associations.get(n);if(null==s||null==s.meshes||null==s.primitives)return;const r=i.meshes[s.meshes].primitives[s.primitives].extensions;r&&r[this.name]&&(n.userData.variantMaterials=md(r[this.name]))}));return t.userData.variants=n,Promise.resolve()}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var fd,vd;mi.DEFAULT_ANISOTROPY=4;const yd=new Map,xd=new Map;let _d;const Ed=new class extends Tl{constructor(t){super(t),this.decoderPath="",this.decoderConfig={},this.decoderBinary=null,this.decoderPending=null,this.workerLimit=4,this.workerPool=[],this.workerNextTaskID=1,this.workerSourceURL="",this.defaultAttributeIDs={position:"POSITION",normal:"NORMAL",color:"COLOR",uv:"TEX_COORD"},this.defaultAttributeTypes={position:"Float32Array",normal:"Float32Array",color:"Float32Array",uv:"Float32Array"}}setDecoderPath(t){return this.decoderPath=t,this}setDecoderConfig(t){return this.decoderConfig=t,this}setWorkerLimit(t){return this.workerLimit=t,this}load(t,e,i,n){const s=new Ll(this.manager);s.setPath(this.path),s.setResponseType("arraybuffer"),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(t=>{this.decodeDracoFile(t,e).catch(n)}),i,n)}decodeDracoFile(t,e,i,n){const s={attributeIDs:i||this.defaultAttributeIDs,attributeTypes:n||this.defaultAttributeTypes,useUniqueIDs:!!i};return this.decodeGeometry(t,s).then(e)}decodeGeometry(t,e){const i=JSON.stringify(e);if(Vc.has(t)){const e=Vc.get(t);if(e.key===i)return e.promise;if(0===t.byteLength)throw new Error("THREE.DRACOLoader: Unable to re-decode a buffer with different settings. Buffer has already been transferred.")}let n;const s=this.workerNextTaskID++,r=t.byteLength,a=this._getWorker(s,r).then((i=>(n=i,new Promise(((i,r)=>{n._callbacks[s]={resolve:i,reject:r},n.postMessage({type:"decode",id:s,taskConfig:e,buffer:t},[t])}))))).then((t=>this._createGeometry(t.geometry)));return a.catch((()=>!0)).then((()=>{n&&s&&this._releaseTask(n,s)})),Vc.set(t,{key:i,promise:a}),a}_createGeometry(t){const e=new Kn;t.index&&e.setIndex(new On(t.index.array,1));for(let i=0;i{i.load(t,e,void 0,n)}))}preload(){return this._initDecoder(),this}_initDecoder(){if(this.decoderPending)return this.decoderPending;const t="object"!=typeof WebAssembly||"js"===this.decoderConfig.type,e=[];return t?e.push(this._loadLibrary("draco_decoder.js","text")):(e.push(this._loadLibrary("draco_wasm_wrapper.js","text")),e.push(this._loadLibrary("draco_decoder.wasm","arraybuffer"))),this.decoderPending=Promise.all(e).then((e=>{const i=e[0];t||(this.decoderConfig.wasmBinary=e[1]);const n=Wc.toString(),s=["/* draco decoder */",i,"","/* worker */",n.substring(n.indexOf("{")+1,n.lastIndexOf("}"))].join("\n");this.workerSourceURL=URL.createObjectURL(new Blob([s]))})),this.decoderPending}_getWorker(t,e){return this._initDecoder().then((()=>{if(this.workerPool.lengthe._taskLoad?-1:1}));const i=this.workerPool[this.workerPool.length-1];return i._taskCosts[t]=e,i._taskLoad+=e,i}))}_releaseTask(t,e){t._taskLoad-=t._taskCosts[e],delete t._callbacks[e],delete t._taskCosts[e]}debug(){console.log("Task load: ",this.workerPool.map((t=>t._taskLoad)))}dispose(){for(let t=0;tnew gd(t))),this[Bd]=t,this[Sd].setDRACOLoader(Ed),this[Sd].setKTX2Loader(Cd)}static setDRACODecoderLocation(t){_d=t,Ed.setDecoderPath(t)}static getDRACODecoderLocation(){return _d}static setKTX2TranscoderLocation(t){wd=t,Cd.setTranscoderPath(t)}static getKTX2TranscoderLocation(){return wd}static setMeshoptDecoderLocation(t){var e;bd!==t&&(bd=t,Id=(e=t,new Promise(((t,i)=>{const n=document.createElement("script");document.body.appendChild(n),n.onload=t,n.onerror=i,n.async=!0,n.src=e}))).then((()=>MeshoptDecoder.ready)).then((()=>MeshoptDecoder)))}static getMeshoptDecoderLocation(){return bd}static initializeKTX2Loader(t){Cd.detectSupport(t)}static get cache(){return yd}static clearCache(){yd.forEach(((t,e)=>{this.delete(e)})),this[Md].reset()}static has(t){return yd.has(t)}static async delete(t){if(!this.has(t))return;const e=yd.get(t);xd.delete(t),yd.delete(t);(await e).dispose()}static hasFinishedLoading(t){return!!xd.get(t)}get[(fd=Md,vd=Sd,Md)](){return this.constructor[Md]}async preload(t,e,i=(()=>{})){if(this[Sd].setWithCredentials(Td.withCredentials),this.dispatchEvent({type:"preload",element:e,src:t}),!yd.has(t)){null!=Id&&this[Sd].setMeshoptDecoder(await Id);const e=((t,e,i=(()=>{}))=>{const n=t=>{const e=t.loaded/t.total;i(Math.max(0,Math.min(1,isFinite(e)?e:1)))};return new Promise(((i,s)=>{e.load(t,i,n,s)}))})(t,this[Sd],(t=>{i(.8*t)})),n=this[Bd],s=e.then((t=>n.prepare(t))).then((t=>(i(.9),new n(t)))).catch((t=>(console.error(t),new n)));yd.set(t,s)}await yd.get(t),xd.set(t,!0),i&&i(1)}async load(t,e,i=(()=>{})){await this.preload(t,e,i);const n=await yd.get(t),s=await n.clone();return this[Md].retain(t),s.dispose=()=>{this[Md].release(t)},s}}Td[fd]=new pd(Td);class Rd extends wn{constructor(t=document.createElement("div")){super(),this.isCSS2DObject=!0,this.element=t,this.element.style.position="absolute",this.element.style.userSelect="none",this.element.setAttribute("draggable",!1),this.addEventListener("removed",(function(){this.traverse((function(t){t.element instanceof Element&&null!==t.element.parentNode&&t.element.parentNode.removeChild(t.element)}))}))}copy(t,e){return super.copy(t,e),this.element=t.element.cloneNode(!0),this}}const Dd=new _i,Ld=new Ki,Qd=new Ki,Pd=new _i,Fd=new _i;class Nd{constructor(t={}){const e=this;let i,n,s,r;const a={objects:new WeakMap},o=void 0!==t.element?t.element:document.createElement("div");function l(t,i,n){if(t.isCSS2DObject){Dd.setFromMatrixPosition(t.matrixWorld),Dd.applyMatrix4(Qd);const l=!0===t.visible&&Dd.z>=-1&&Dd.z<=1&&!0===t.layers.test(n.layers);if(t.element.style.display=!0===l?"":"none",!0===l){t.onBeforeRender(e,i,n);const a=t.element;a.style.transform="translate(-50%,-50%) translate("+(Dd.x*s+s)+"px,"+(-Dd.y*r+r)+"px)",a.parentNode!==o&&o.appendChild(a),t.onAfterRender(e,i,n)}const c={distanceToCameraSquared:h(n,t)};a.objects.set(t,c)}for(let e=0,s=t.children.length;e{const{geometry:i}=t;if(void 0!==i){const{position:r}=i.attributes;if(void 0!==r)for(let i=0,a=r.count;it.toBlob(i,e)));let i;return"image/jpeg"===e?i=.92:"image/webp"===e&&(i=.8),t.convertToBlob({type:e,quality:i})}class pA{constructor(){this.plugins=[],this.options={},this.pending=[],this.buffers=[],this.byteOffset=0,this.buffers=[],this.nodeMap=new Map,this.skins=[],this.extensionsUsed={},this.uids=new Map,this.uid=0,this.json={asset:{version:"2.0",generator:"THREE.GLTFExporter"}},this.cache={meshes:new Map,attributes:new Map,attributesNormalized:new Map,materials:new Map,textures:new Map,images:new Map}}setPlugins(t){this.plugins=t}async write(t,e,i={}){this.options=Object.assign({binary:!1,trs:!1,onlyVisible:!0,maxTextureSize:1/0,animations:[],includeCustomExtensions:!1},i),this.options.animations.length>0&&(this.options.trs=!0),this.processInput(t),await Promise.all(this.pending);const n=this,s=n.buffers,r=n.json;i=n.options;const a=n.extensionsUsed,o=new Blob(s,{type:"application/octet-stream"}),l=Object.keys(a);if(l.length>0&&(r.extensionsUsed=l),r.buffers&&r.buffers.length>0&&(r.buffers[0].byteLength=o.size),!0===i.binary){const t=new FileReader;t.readAsArrayBuffer(o),t.onloadend=function(){const i=uA(t.result),n=new DataView(new ArrayBuffer(8));n.setUint32(0,i.byteLength,!0),n.setUint32(4,5130562,!0);const s=uA((a=JSON.stringify(r),(new TextEncoder).encode(a).buffer),32);var a;const o=new DataView(new ArrayBuffer(8));o.setUint32(0,s.byteLength,!0),o.setUint32(4,1313821514,!0);const l=new ArrayBuffer(12),h=new DataView(l);h.setUint32(0,1179937895,!0),h.setUint32(4,2,!0);const c=12+o.byteLength+s.byteLength+n.byteLength+i.byteLength;h.setUint32(8,c,!0);const u=new Blob([l,o,s,n,i],{type:"application/octet-stream"}),d=new FileReader;d.readAsArrayBuffer(u),d.onloadend=function(){e(d.result)}}}else if(r.buffers&&r.buffers.length>0){const t=new FileReader;t.readAsDataURL(o),t.onloadend=function(){const i=t.result;r.buffers[0].uri=i,e(r)}}else e(r)}serializeUserData(t,e){if(0===Object.keys(t.userData).length)return;const i=this.options,n=this.extensionsUsed;try{const s=JSON.parse(JSON.stringify(t.userData));if(i.includeCustomExtensions&&s.gltfExtensions){void 0===e.extensions&&(e.extensions={});for(const t in s.gltfExtensions)e.extensions[t]=s.gltfExtensions[t],n[t]=!0;delete s.gltfExtensions}Object.keys(s).length>0&&(e.extras=s)}catch(e){console.warn("THREE.GLTFExporter: userData of '"+t.name+"' won't be serialized because of JSON.stringify error - "+e.message)}}getUID(t,e=!1){if(!1===this.uids.has(t)){const e=new Map;e.set(!0,this.uid++),e.set(!1,this.uid++),this.uids.set(t,e)}return this.uids.get(t).get(e)}isNormalizedNormalAttribute(t){if(this.cache.attributesNormalized.has(t))return!1;const e=new _i;for(let i=0,n=t.count;i5e-4)return!1;return!0}createNormalizedNormalAttribute(t){const e=this.cache;if(e.attributesNormalized.has(t))return e.attributesNormalized.get(t);const i=t.clone(),n=new _i;for(let t=0,e=i.count;t4?n=t.array[s*t.itemSize+i]:(0===i?n=t.getX(s):1===i?n=t.getY(s):2===i?n=t.getZ(s):3===i&&(n=t.getW(s)),!0===t.normalized&&(n=je.normalize(n,t.array))),e===jd?l.setFloat32(h,n,!0):e===Yd?l.setUint32(h,n,!0):e===qd?l.setUint16(h,n,!0):e===Wd&&l.setUint8(h,n),h+=a}const c={buffer:this.processBuffer(l.buffer),byteOffset:this.byteOffset,byteLength:o};void 0!==s&&(c.target=s),s===Jd&&(c.byteStride=t.itemSize*a),this.byteOffset+=o,r.bufferViews.push(c);return{id:r.bufferViews.length-1,byteLength:0}}processBufferViewImage(t){const e=this,i=e.json;return i.bufferViews||(i.bufferViews=[]),new Promise((function(n){const s=new FileReader;s.readAsArrayBuffer(t),s.onloadend=function(){const t=uA(s.result),r={buffer:e.processBuffer(t),byteOffset:e.byteOffset,byteLength:t.byteLength};e.byteOffset+=t.byteLength,n(i.bufferViews.push(r)-1)}}))}processAccessor(t,e,i,n){const s=this.json;let r;if(t.array.constructor===Float32Array)r=jd;else if(t.array.constructor===Uint32Array)r=Yd;else if(t.array.constructor===Uint16Array)r=qd;else{if(t.array.constructor!==Uint8Array)throw new Error("THREE.GLTFExporter: Unsupported bufferAttribute component type.");r=Wd}if(void 0===i&&(i=0),void 0===n&&(n=t.count),0===n)return null;const a=function(t,e,i){const n={min:new Array(t.itemSize).fill(Number.POSITIVE_INFINITY),max:new Array(t.itemSize).fill(Number.NEGATIVE_INFINITY)};for(let s=e;s4?i=t.array[s*t.itemSize+e]:(0===e?i=t.getX(s):1===e?i=t.getY(s):2===e?i=t.getZ(s):3===e&&(i=t.getW(s)),!0===t.normalized&&(i=je.normalize(i,t.array))),n.min[e]=Math.min(n.min[e],i),n.max[e]=Math.max(n.max[e],i)}return n}(t,i,n);let o;void 0!==e&&(o=t===e.index?Xd:Jd);const l=this.processBufferView(t,r,i,n,o),h={bufferView:l.id,byteOffset:l.byteOffset,componentType:r,count:n,max:a.max,min:a.min,type:{1:"SCALAR",2:"VEC2",3:"VEC3",4:"VEC4",16:"MAT4"}[t.itemSize]};return!0===t.normalized&&(h.normalized=!0),s.accessors||(s.accessors=[]),s.accessors.push(h)-1}processImage(t,e,i,n="image/png"){if(null!==t){const s=this,r=s.cache,a=s.json,o=s.options,l=s.pending;r.images.has(t)||r.images.set(t,{});const h=r.images.get(t),c=n+":flipY/"+i.toString();if(void 0!==h[c])return h[c];a.images||(a.images=[]);const u={mimeType:n},d=dA();d.width=Math.min(t.width,o.maxTextureSize),d.height=Math.min(t.height,o.maxTextureSize);const A=d.getContext("2d");if(!0===i&&(A.translate(0,d.height),A.scale(1,-1)),void 0!==t.data){e!==Ct&&console.error("GLTFExporter: Only RGBAFormat is supported."),(t.width>o.maxTextureSize||t.height>o.maxTextureSize)&&console.warn("GLTFExporter: Image size is bigger than maxTextureSize",t);const i=new Uint8ClampedArray(t.height*t.width*4);for(let e=0;es.processBufferViewImage(t))).then((t=>{u.bufferView=t}))):void 0!==d.toDataURL?u.uri=d.toDataURL(n):l.push(AA(d,n).then((t=>(new FileReader).readAsDataURL(t))).then((t=>{u.uri=t})));const p=a.images.push(u)-1;return h[c]=p,p}throw new Error("THREE.GLTFExporter: No valid image data found. Unable to process texture.")}processSampler(t){const e=this.json;e.samplers||(e.samplers=[]);const i={magFilter:aA[t.magFilter],minFilter:aA[t.minFilter],wrapS:aA[t.wrapS],wrapT:aA[t.wrapT]};return e.samplers.push(i)-1}processTexture(t){const e=this.cache,i=this.json;if(e.textures.has(t))return e.textures.get(t);i.textures||(i.textures=[]);let n=t.userData.mimeType;"image/webp"===n&&(n="image/png");const s={sampler:this.processSampler(t),source:this.processImage(t.image,t.format,t.flipY,n)};t.name&&(s.name=t.name),this._invokeAll((function(e){e.writeTexture&&e.writeTexture(t,s)}));const r=i.textures.push(s)-1;return e.textures.set(t,r),r}processMaterial(t){const e=this.cache,i=this.json;if(e.materials.has(t))return e.materials.get(t);if(t.isShaderMaterial)return console.warn("GLTFExporter: THREE.ShaderMaterial not supported."),null;i.materials||(i.materials=[]);const n={pbrMetallicRoughness:{}};!0!==t.isMeshStandardMaterial&&!0!==t.isMeshBasicMaterial&&console.warn("GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.");const s=t.color.toArray().concat([t.opacity]);if(hA(s,[1,1,1,1])||(n.pbrMetallicRoughness.baseColorFactor=s),t.isMeshStandardMaterial?(n.pbrMetallicRoughness.metallicFactor=t.metalness,n.pbrMetallicRoughness.roughnessFactor=t.roughness):(n.pbrMetallicRoughness.metallicFactor=.5,n.pbrMetallicRoughness.roughnessFactor=.5),t.metalnessMap||t.roughnessMap){const e=this.buildMetalRoughTexture(t.metalnessMap,t.roughnessMap),i={index:this.processTexture(e)};this.applyTextureTransform(i,e),n.pbrMetallicRoughness.metallicRoughnessTexture=i}if(t.map){const e={index:this.processTexture(t.map)};this.applyTextureTransform(e,t.map),n.pbrMetallicRoughness.baseColorTexture=e}if(t.emissive){const e=t.emissive.clone().multiplyScalar(t.emissiveIntensity),i=Math.max(e.r,e.g,e.b);if(i>1&&(e.multiplyScalar(1/i),console.warn("THREE.GLTFExporter: Some emissive components exceed 1; emissive has been limited")),i>0&&(n.emissiveFactor=e.toArray()),t.emissiveMap){const e={index:this.processTexture(t.emissiveMap)};this.applyTextureTransform(e,t.emissiveMap),n.emissiveTexture=e}}if(t.normalMap){const e={index:this.processTexture(t.normalMap)};t.normalScale&&1!==t.normalScale.x&&(e.scale=t.normalScale.x),this.applyTextureTransform(e,t.normalMap),n.normalTexture=e}if(t.aoMap){const e={index:this.processTexture(t.aoMap),texCoord:1};1!==t.aoMapIntensity&&(e.strength=t.aoMapIntensity),this.applyTextureTransform(e,t.aoMap),n.occlusionTexture=e}t.transparent?n.alphaMode="BLEND":t.alphaTest>0&&(n.alphaMode="MASK",n.alphaCutoff=t.alphaTest),t.side===d&&(n.doubleSided=!0),""!==t.name&&(n.name=t.name),this.serializeUserData(t,n),this._invokeAll((function(e){e.writeMaterial&&e.writeMaterial(t,n)}));const r=i.materials.push(n)-1;return e.materials.set(t,r),r}processMesh(t){const e=this.cache,i=this.json,n=[t.geometry.uuid];if(Array.isArray(t.material))for(let e=0,i=t.material.length;e0){const i=[],n=[],s={};if(void 0!==t.morphTargetDictionary)for(const e in t.morphTargetDictionary)s[t.morphTargetDictionary[e]]=e;for(let a=0;a0&&(o.extras={},o.extras.targetNames=n)}const p=Array.isArray(t.material);if(p&&0===r.groups.length)return null;const m=p?t.material:[t.material],g=p?r.groups:[{materialIndex:0,start:void 0,count:void 0}];for(let t=0,i=g.length;t0&&(i.targets=c),null!==r.index){let n=this.getUID(r.index);void 0===g[t].start&&void 0===g[t].count||(n+=":"+g[t].start+":"+g[t].count),e.attributes.has(n)?i.indices=e.attributes.get(n):(i.indices=this.processAccessor(r.index,r,g[t].start,g[t].count),e.attributes.set(n,i.indices)),null===i.indices&&delete i.indices}const n=this.processMaterial(m[g[t].materialIndex]);null!==n&&(i.material=n),h.push(i)}o.primitives=h,i.meshes||(i.meshes=[]),this._invokeAll((function(e){e.writeMesh&&e.writeMesh(t,o)}));const f=i.meshes.push(o)-1;return e.meshes.set(s,f),f}processCamera(t){const e=this.json;e.cameras||(e.cameras=[]);const i=t.isOrthographicCamera,n={type:i?"orthographic":"perspective"};return i?n.orthographic={xmag:2*t.right,ymag:2*t.top,zfar:t.far<=0?.001:t.far,znear:t.near<0?0:t.near}:n.perspective={aspectRatio:t.aspect,yfov:je.degToRad(t.fov),zfar:t.far<=0?.001:t.far,znear:t.near<0?0:t.near},""!==t.name&&(n.name=t.type),e.cameras.push(n)-1}processAnimation(t,e){const i=this.json,n=this.nodeMap;i.animations||(i.animations=[]);const s=(t=kd.Utils.mergeMorphTargetTracks(t.clone(),e)).tracks,r=[],a=[];for(let t=0;t0){const e=[];for(let n=0,s=t.children.length;n0&&(s.children=e)}this._invokeAll((function(e){e.writeNode&&e.writeNode(t,s)}));const r=e.nodes.push(s)-1;return n.set(t,r),r}processScene(t){const e=this.json,i=this.options;e.scenes||(e.scenes=[],e.scene=0);const n={};""!==t.name&&(n.name=t.name),e.scenes.push(n);const s=[];for(let e=0,n=t.children.length;e0&&(n.nodes=s),this.serializeUserData(t,n)}processObjects(t){const e=new mo;e.name="AuxScene";for(let i=0;i0&&this.processObjects(i);for(let t=0;t0&&(r.range=t.distance)):t.isSpotLight&&(r.type="spot",t.distance>0&&(r.range=t.distance),r.spot={},r.spot.innerConeAngle=(t.penumbra-1)*t.angle*-1,r.spot.outerConeAngle=t.angle),void 0!==t.decay&&2!==t.decay&&console.warn("THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, and expects light.decay=2."),!t.target||t.target.parent===t&&0===t.target.position.x&&0===t.target.position.y&&-1===t.target.position.z||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."),s[this.name]||(n.extensions=n.extensions||{},n.extensions[this.name]={lights:[]},s[this.name]=!0);const a=n.extensions[this.name].lights;a.push(r),e.extensions=e.extensions||{},e.extensions[this.name]={light:a.length-1}}}class gA{constructor(t){this.writer=t,this.name="KHR_materials_unlit"}writeMaterial(t,e){if(!t.isMeshBasicMaterial)return;const i=this.writer.extensionsUsed;e.extensions=e.extensions||{},e.extensions[this.name]={},i[this.name]=!0,e.pbrMetallicRoughness.metallicFactor=0,e.pbrMetallicRoughness.roughnessFactor=.9}}class fA{constructor(t){this.writer=t,this.name="KHR_materials_clearcoat"}writeMaterial(t,e){if(!t.isMeshPhysicalMaterial||0===t.clearcoat)return;const i=this.writer,n=i.extensionsUsed,s={};if(s.clearcoatFactor=t.clearcoat,t.clearcoatMap){const e={index:i.processTexture(t.clearcoatMap)};i.applyTextureTransform(e,t.clearcoatMap),s.clearcoatTexture=e}if(s.clearcoatRoughnessFactor=t.clearcoatRoughness,t.clearcoatRoughnessMap){const e={index:i.processTexture(t.clearcoatRoughnessMap)};i.applyTextureTransform(e,t.clearcoatRoughnessMap),s.clearcoatRoughnessTexture=e}if(t.clearcoatNormalMap){const e={index:i.processTexture(t.clearcoatNormalMap)};i.applyTextureTransform(e,t.clearcoatNormalMap),s.clearcoatNormalTexture=e}e.extensions=e.extensions||{},e.extensions[this.name]=s,n[this.name]=!0}}class vA{constructor(t){this.writer=t,this.name="KHR_materials_iridescence"}writeMaterial(t,e){if(!t.isMeshPhysicalMaterial||0===t.iridescence)return;const i=this.writer,n=i.extensionsUsed,s={};if(s.iridescenceFactor=t.iridescence,t.iridescenceMap){const e={index:i.processTexture(t.iridescenceMap)};i.applyTextureTransform(e,t.iridescenceMap),s.iridescenceTexture=e}if(s.iridescenceIor=t.iridescenceIOR,s.iridescenceThicknessMinimum=t.iridescenceThicknessRange[0],s.iridescenceThicknessMaximum=t.iridescenceThicknessRange[1],t.iridescenceThicknessMap){const e={index:i.processTexture(t.iridescenceThicknessMap)};i.applyTextureTransform(e,t.iridescenceThicknessMap),s.iridescenceThicknessTexture=e}e.extensions=e.extensions||{},e.extensions[this.name]=s,n[this.name]=!0}}class yA{constructor(t){this.writer=t,this.name="KHR_materials_transmission"}writeMaterial(t,e){if(!t.isMeshPhysicalMaterial||0===t.transmission)return;const i=this.writer,n=i.extensionsUsed,s={};if(s.transmissionFactor=t.transmission,t.transmissionMap){const e={index:i.processTexture(t.transmissionMap)};i.applyTextureTransform(e,t.transmissionMap),s.transmissionTexture=e}e.extensions=e.extensions||{},e.extensions[this.name]=s,n[this.name]=!0}}class xA{constructor(t){this.writer=t,this.name="KHR_materials_volume"}writeMaterial(t,e){if(!t.isMeshPhysicalMaterial||0===t.transmission)return;const i=this.writer,n=i.extensionsUsed,s={};if(s.thicknessFactor=t.thickness,t.thicknessMap){const e={index:i.processTexture(t.thicknessMap)};i.applyTextureTransform(e,t.thicknessMap),s.thicknessTexture=e}s.attenuationDistance=t.attenuationDistance,s.attenuationColor=t.attenuationColor.toArray(),e.extensions=e.extensions||{},e.extensions[this.name]=s,n[this.name]=!0}}class _A{constructor(t){this.writer=t,this.name="KHR_materials_ior"}writeMaterial(t,e){if(!t.isMeshPhysicalMaterial||1.5===t.ior)return;const i=this.writer.extensionsUsed,n={};n.ior=t.ior,e.extensions=e.extensions||{},e.extensions[this.name]=n,i[this.name]=!0}}class EA{constructor(t){this.writer=t,this.name="KHR_materials_specular"}writeMaterial(t,e){if(!t.isMeshPhysicalMaterial||1===t.specularIntensity&&t.specularColor.equals(lA)&&!t.specularIntensityMap&&!t.specularColorTexture)return;const i=this.writer,n=i.extensionsUsed,s={};if(t.specularIntensityMap){const e={index:i.processTexture(t.specularIntensityMap)};i.applyTextureTransform(e,t.specularIntensityMap),s.specularTexture=e}if(t.specularColorMap){const e={index:i.processTexture(t.specularColorMap)};i.applyTextureTransform(e,t.specularColorMap),s.specularColorTexture=e}s.specularFactor=t.specularIntensity,s.specularColorFactor=t.specularColor.toArray(),e.extensions=e.extensions||{},e.extensions[this.name]=s,n[this.name]=!0}}kd.Utils={insertKeyframe:function(t,e){const i=.001,n=t.getValueSize(),s=new t.TimeBufferType(t.times.length+1),r=new t.ValueBufferType(t.values.length+n),a=t.createInterpolant(new t.ValueBufferType(n));let o;if(0===t.times.length){s[0]=e;for(let t=0;tt.times[t.times.length-1]){if(Math.abs(t.times[t.times.length-1]-e)e){s.set(t.times.slice(0,l+1),0),s[l+1]=e,s.set(t.times.slice(l+1),l+2),r.set(t.values.slice(0,(l+1)*n),0),r.set(a.evaluate(e),(l+1)*n),r.set(t.values.slice((l+1)*n),(l+2)*n),o=l+1;break}}return t.times=s,t.values=r,o},mergeMorphTargetTracks:function(t,e){const i=[],n={},s=t.tracks;for(let t=0;tvoid 0!==t.material&&t.userData&&t.userData.variantMaterials&&!!Array.from(t.userData.variantMaterials.values()).filter((t=>CA(t.material))),CA=t=>t&&t.isMaterial&&!Array.isArray(t);class bA{constructor(t){this.writer=t,this.name="KHR_materials_variants",this.variantNames=[]}beforeParse(t){const e=new Set;for(const i of t)i.traverse((t=>{if(!wA(t))return;const i=t.userData.variantMaterials,n=t.userData.variantData;for(const[t,s]of n){const n=i.get(s.index);n&&CA(n.material)&&e.add(t)}}));e.forEach((t=>this.variantNames.push(t)))}writeMesh(t,e){if(!wA(t))return;const i=t.userData,n=i.variantMaterials,s=i.variantData,r=new Map,a=new Map,o=Array.from(s.values()).sort(((t,e)=>t.index-e.index));for(const[t,e]of o.entries())a.set(e.index,t);for(const t of s.values()){const e=n.get(t.index);if(!e||!CA(e.material))continue;const i=this.writer.processMaterial(e.material);r.has(i)||r.set(i,{material:i,variants:[]}),r.get(i).variants.push(a.get(t.index))}const l=Array.from(r.values()).map((t=>t.variants.sort(((t,e)=>t-e))&&t)).sort(((t,e)=>t.material-e.material));if(0===l.length)return;const h=CA(i.originalMaterial)?this.writer.processMaterial(i.originalMaterial):-1;for(const t of e.primitives)h>=0&&(t.material=h),t.extensions=t.extensions||{},t.extensions[this.name]={mappings:l}}afterParse(){if(0===this.variantNames.length)return;const t=this.writer.json;t.extensions=t.extensions||{};const e=this.variantNames.map((t=>({name:t})));t.extensions[this.name]={variants:e},this.writer.extensionsUsed[this.name]=!0}}class IA{constructor(t,e,i,n,s){this.xrLight=t,this.renderer=e,this.lightProbe=i,this.xrWebGLBinding=null,this.estimationStartCallback=s,this.frameCallback=this.onXRFrame.bind(this);const r=e.xr.getSession();if(n&&"XRWebGLBinding"in window){const i=new Cs(16);t.environment=i.texture;const n=e.getContext();switch(r.preferredReflectionFormat){case"srgba8":n.getExtension("EXT_sRGB");break;case"rgba16f":n.getExtension("OES_texture_half_float")}this.xrWebGLBinding=new XRWebGLBinding(r,n),this.lightProbe.addEventListener("reflectionchange",(()=>{this.updateReflection()}))}r.requestAnimationFrame(this.frameCallback)}updateReflection(){const t=this.renderer.properties.get(this.xrLight.environment);if(t){const e=this.xrWebGLBinding.getReflectionCubeMap(this.lightProbe);e&&(t.__webglTexture=e,this.xrLight.environment.needsPMREMUpdate=!0)}}onXRFrame(t,e){if(!this.xrLight)return;e.session.requestAnimationFrame(this.frameCallback);const i=e.getLightEstimate(this.lightProbe);if(i){this.xrLight.lightProbe.sh.fromArray(i.sphericalHarmonicsCoefficients),this.xrLight.lightProbe.intensity=1;const t=Math.max(1,Math.max(i.primaryLightIntensity.x,Math.max(i.primaryLightIntensity.y,i.primaryLightIntensity.z)));this.xrLight.directionalLight.color.setRGB(i.primaryLightIntensity.x/t,i.primaryLightIntensity.y/t,i.primaryLightIntensity.z/t),this.xrLight.directionalLight.intensity=t,this.xrLight.directionalLight.position.copy(i.primaryLightDirection),this.estimationStartCallback&&(this.estimationStartCallback(),this.estimationStartCallback=null)}}dispose(){this.xrLight=null,this.renderer=null,this.lightProbe=null,this.xrWebGLBinding=null}}class SA extends ao{constructor(t,e=!0){super(),this.lightProbe=new $l,this.lightProbe.intensity=0,this.add(this.lightProbe),this.directionalLight=new Xl,this.directionalLight.intensity=0,this.add(this.directionalLight),this.environment=null;let i=null,n=!1;t.xr.addEventListener("sessionstart",(()=>{const s=t.xr.getSession();"requestLightProbe"in s&&s.requestLightProbe({reflectionFormat:s.preferredReflectionFormat}).then((s=>{i=new IA(this,t,s,e,(()=>{n=!0,this.dispatchEvent({type:"estimationstart"})}))}))})),t.xr.addEventListener("sessionend",(()=>{i&&(i.dispose(),i=null),n&&this.dispatchEvent({type:"estimationend"})})),this.dispose=()=>{i&&(i.dispose(),i=null),this.remove(this.lightProbe),this.lightProbe=null,this.remove(this.directionalLight),this.directionalLight=null,this.environment=null}}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */class MA{constructor(t=50){this.velocity=0,this.naturalFrequency=0,this.setDecayTime(t)}setDecayTime(t){this.naturalFrequency=1/Math.max(.001,t)}update(t,e,i,n){const s=2e-4*this.naturalFrequency;if(null==t||0===n)return e;if(t===e&&0===this.velocity)return e;if(i<0)return t;const r=t-e,a=this.velocity+this.naturalFrequency*r,o=r+i*a,l=Math.exp(-this.naturalFrequency*i),h=(a-this.naturalFrequency*o)*l,c=-this.naturalFrequency*(h+a*l);return Math.abs(h)=0?(this.velocity=0,e):(this.velocity=h,e+o*l)}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const BA=.2,TA=Math.PI/24,RA=new Ye,DA=(t,e,i)=>{let n=e>0?i>0?0:-Math.PI/2:i>0?Math.PI/2:Math.PI;for(let s=0;s<=12;++s)t.push(e+.17*Math.cos(n),i+.17*Math.sin(n),0,e+BA*Math.cos(n),i+BA*Math.sin(n),0),n+=TA};class LA extends us{constructor(t,e){const i=new Kn,n=[],s=[],{size:r,boundingBox:a}=t,o=r.x/2,l=("back"===e?r.y:r.z)/2;DA(s,o,l),DA(s,-o,l),DA(s,-o,-l),DA(s,o,-l);const h=s.length/3;for(let t=0;t0}dispose(){var t;const{geometry:e,material:i}=this.hitPlane;e.dispose(),i.dispose(),this.geometry.dispose(),this.material.dispose(),null===(t=this.parent)||void 0===t||t.remove(this)}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const QA=(t,e)=>({type:"number",number:t,unit:e}),PA=(()=>{const t={};return e=>{const i=e;if(i in t)return t[i];const n=[];let s=0;for(;e;){if(++s>1e3){e="";break}const t=FA(e),i=t.nodes[0];if(null==i||0===i.terms.length)break;n.push(i),e=t.remainingInput}return t[i]=n}})(),FA=(()=>{const t=/^(\-\-|[a-z\u0240-\uffff])/i,e=/^([\*\+\/]|[\-]\s)/i,i=/^[\),]/;return n=>{const s=[];for(;n.length&&(n=n.trim(),!i.test(n));)if("("===n[0]){const{nodes:t,remainingInput:e}=OA(n);n=e,s.push({type:"function",name:{type:"ident",value:"calc"},arguments:t})}else if(t.test(n)){const t=NA(n),e=t.nodes[0];if("("===(n=t.remainingInput)[0]){const{nodes:t,remainingInput:i}=OA(n);s.push({type:"function",name:e,arguments:t}),n=i}else s.push(e)}else if(e.test(n))s.push({type:"operator",value:n[0]}),n=n.slice(1);else{const{nodes:t,remainingInput:e}="#"===n[0]?kA(n):UA(n);if(0===t.length)break;s.push(t[0]),n=e}return{nodes:[{type:"expression",terms:s}],remainingInput:n}}})(),NA=(()=>{const t=/[^a-z0-9_\-\u0240-\uffff]/i;return e=>{const i=e.match(t);return{nodes:[{type:"ident",value:null==i?e:e.substr(0,i.index)}],remainingInput:null==i?"":e.substr(i.index)}}})(),UA=(()=>{const t=/[\+\-]?(\d+[\.]\d+|\d+|[\.]\d+)([eE][\+\-]?\d+)?/,e=/^[a-z%]+/i,i=/^(m|mm|cm|rad|deg|[%])$/;return n=>{const s=n.match(t),r=null==s?"0":s[0],a=(n=null==r?n:n.slice(r.length)).match(e);let o=null!=a&&""!==a[0]?a[0]:null;const l=null==a?n:n.slice(o.length);return null==o||i.test(o)||(o=null),{nodes:[{type:"number",number:parseFloat(r)||0,unit:o}],remainingInput:l}}})(),kA=(()=>{const t=/^[a-f0-9]*/i;return e=>{const i=(e=e.slice(1).trim()).match(t);return{nodes:null==i?[]:[{type:"hex",value:i[0]}],remainingInput:null==i?e:e.slice(i[0].length)}}})(),OA=t=>{const e=[];for(t=t.slice(1).trim();t.length;){const i=FA(t);if(e.push(i.nodes[0]),","===(t=i.remainingInput.trim())[0])t=t.slice(1).trim();else if(")"===t[0]){t=t.slice(1);break}}return{nodes:e,remainingInput:t}},GA=Symbol("visitedTypes");class zA{constructor(t){this[GA]=t}walk(t,e){const i=t.slice();for(;i.length;){const t=i.shift();switch(this[GA].indexOf(t.type)>-1&&e(t),t.type){case"expression":i.unshift(...t.terms);break;case"function":i.unshift(t.name,...t.arguments)}}}}const HA=Object.freeze({type:"number",number:0,unit:null}),VA=(t,e=0)=>{let{number:i,unit:n}=t;if(isFinite(i)){if("rad"===t.unit||null==t.unit)return t}else i=e,n="rad";return{type:"number",number:("deg"===n&&null!=i?i:0)*Math.PI/180,unit:"rad"}},WA=(t,e=0)=>{let i,{number:n,unit:s}=t;if(isFinite(n)){if("m"===t.unit)return t}else n=e,s="m";switch(s){default:i=1;break;case"cm":i=.01;break;case"mm":i=.001}return{type:"number",number:i*n,unit:"m"}},qA=(()=>{const t=t=>t,e={rad:t,deg:VA,m:t,mm:WA,cm:WA};return(t,i=HA)=>{isFinite(t.number)||(t.number=i.number,t.unit=i.unit);const{unit:n}=t;if(null==n)return t;const s=e[n];return null==s?i:s(t)}})(); +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var jA,YA,JA;const XA=Symbol("evaluate"),KA=Symbol("lastValue");class $A{constructor(){this[jA]=null}static evaluatableFor(t,e=HA){if(t instanceof $A)return t;if("number"===t.type)return"%"===t.unit?new ep(t,e):t;switch(t.name.value){case"calc":return new ap(t,e);case"env":return new np(t)}return HA}static evaluate(t){return t instanceof $A?t.evaluate():t}static isConstant(t){return!(t instanceof $A)||t.isConstant}static applyIntrinsics(t,e){const{basis:i,keywords:n}=e,{auto:s}=n;return i.map(((e,i)=>{const r=null==s[i]?e:s[i];let a=t[i]?t[i]:r;if("ident"===a.type){const t=a.value;t in n&&(a=n[t][i])}return null!=a&&"ident"!==a.type||(a=r),"%"===a.unit?QA(a.number/100*e.number,e.unit):(a=qA(a,e),a.unit!==e.unit?e:a)}))}get isConstant(){return!1}evaluate(){return this.isConstant&&null!=this[KA]||(this[KA]=this[XA]()),this[KA]}}jA=KA;const ZA=Symbol("percentage"),tp=Symbol("basis");class ep extends $A{constructor(t,e){super(),this[ZA]=t,this[tp]=e}get isConstant(){return!0}[XA](){return QA(this[ZA].number/100*this[tp].number,this[tp].unit)}}const ip=Symbol("identNode");class np extends $A{constructor(t){super(),this[YA]=null;const e=t.arguments.length?t.arguments[0].terms[0]:null;null!=e&&"ident"===e.type&&(this[ip]=e)}get isConstant(){return!1}[(YA=ip,XA)](){if(null!=this[ip]&&"window-scroll-y"===this[ip].value){return{type:"number",number:window.pageYOffset/(Math.max(document.body.scrollHeight,document.body.offsetHeight,document.documentElement.clientHeight,document.documentElement.scrollHeight,document.documentElement.offsetHeight)-window.innerHeight)||0,unit:null}}return HA}}const sp=/[\*\/]/,rp=Symbol("evaluator");class ap extends $A{constructor(t,e=HA){if(super(),this[JA]=null,1!==t.arguments.length)return;const i=t.arguments[0].terms.slice(),n=[];for(;i.length;){const t=i.shift();if(n.length>0){const i=n[n.length-1];if("operator"===i.type&&sp.test(i.value)){const i=n.pop(),s=n.pop();if(null==s)return;n.push(new cp(i,$A.evaluatableFor(s,e),$A.evaluatableFor(t,e)));continue}}n.push("operator"===t.type?t:$A.evaluatableFor(t,e))}for(;n.length>2;){const[t,i,s]=n.splice(0,3);if("operator"!==i.type)return;n.unshift(new cp(i,$A.evaluatableFor(t,e),$A.evaluatableFor(s,e)))}1===n.length&&(this[rp]=n[0])}get isConstant(){return null==this[rp]||$A.isConstant(this[rp])}[(JA=rp,XA)](){return null!=this[rp]?$A.evaluate(this[rp]):HA}}const op=Symbol("operator"),lp=Symbol("left"),hp=Symbol("right");class cp extends $A{constructor(t,e,i){super(),this[op]=t,this[lp]=e,this[hp]=i}get isConstant(){return $A.isConstant(this[lp])&&$A.isConstant(this[hp])}[XA](){const t=qA($A.evaluate(this[lp])),e=qA($A.evaluate(this[hp])),{number:i,unit:n}=t,{number:s,unit:r}=e;if(null!=r&&null!=n&&r!=n)return HA;const a=n||r;let o;switch(this[op].value){case"+":o=i+s;break;case"-":o=i-s;break;case"/":o=i/s;break;case"*":o=i*s;break;default:return HA}return{type:"number",number:o,unit:a}}}const up=Symbol("evaluatables"),dp=Symbol("intrinsics");class Ap extends $A{constructor(t,e){super(),this[dp]=e;const i=t[0],n=null!=i?i.terms:[];this[up]=e.basis.map(((t,e)=>{const i=n[e];return null==i?{type:"ident",value:"auto"}:"ident"===i.type?i:$A.evaluatableFor(i,t)}))}get isConstant(){for(const t of this[up])if(!$A.isConstant(t))return!1;return!0}[XA](){const t=this[up].map((t=>$A.evaluate(t)));return $A.applyIntrinsics(t,this[dp]).map((t=>t.number))}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var pp,mp,gp,fp;const vp=Symbol("instances"),yp=Symbol("activateListener"),xp=Symbol("deactivateListener"),_p=Symbol("notifyInstances"),Ep=Symbol("notify"),wp=Symbol("callback");class Cp{constructor(t){this[wp]=t}static[_p](){for(const t of Cp[vp])t[Ep]()}static[(pp=vp,yp)](){window.addEventListener("scroll",this[_p],{passive:!0})}static[xp](){window.removeEventListener("scroll",this[_p])}observe(){0===Cp[vp].size&&Cp[yp](),Cp[vp].add(this)}disconnect(){Cp[vp].delete(this),0===Cp[vp].size&&Cp[xp]()}[Ep](){this[wp]()}}Cp[pp]=new Set;const bp=Symbol("computeStyleCallback"),Ip=Symbol("astWalker"),Sp=Symbol("dependencies"),Mp=Symbol("onScroll");class Bp{constructor(t){this[mp]={},this[gp]=new zA(["function"]),this[fp]=()=>{this[bp]({relatedState:"window-scroll"})},this[bp]=t}observeEffectsFor(t){const e={},i=this[Sp];this[Ip].walk(t,(t=>{const{name:n}=t,s=t.arguments[0].terms[0];if("env"===n.value&&null!=s&&"ident"===s.type&&"window-scroll-y"===s.value)if(null==e["window-scroll"]){const t="window-scroll"in i?i["window-scroll"]:new Cp(this[Mp]);t.observe(),delete i["window-scroll"],e["window-scroll"]=t}}));for(const t in i){i[t].disconnect()}this[Sp]=e}dispose(){for(const t in this[Sp]){this[Sp][t].disconnect()}}}mp=Sp,gp=Ip,fp=Mp; +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const Tp=t=>{const e=t.observeEffects||!1,i=t.intrinsics instanceof Function?t.intrinsics:()=>t.intrinsics;return(n,s)=>{const r=n.updated,a=n.connectedCallback,o=n.disconnectedCallback,l=Symbol(`${s}StyleEffector`),h=Symbol(`${s}StyleEvaluator`),c=Symbol(`${s}UpdateEvaluator`),u=Symbol(`${s}EvaluateAndSync`);Object.defineProperties(n,{[l]:{value:null,writable:!0},[h]:{value:null,writable:!0},[c]:{value:function(){const t=PA(this[s]);this[h]=new Ap(t,i(this)),null==this[l]&&e&&(this[l]=new Bp((()=>this[u]()))),null!=this[l]&&this[l].observeEffectsFor(t)}},[u]:{value:function(){if(null==this[h])return;const e=this[h].evaluate();this[t.updateHandler](e)}},updated:{value:function(t){t.has(s)&&(this[c](),this[u]()),r.call(this,t)}},connectedCallback:{value:function(){a.call(this),this.requestUpdate(s,this[s])}},disconnectedCallback:{value:function(){o.call(this),null!=this[l]&&(this[l].dispose(),this[l]=null)}}})}},Rp=t=>t<.5?2*t*t:(4-2*t)*t-1,Dp=(t,e,i=Rp)=>n=>t+(e-t)*i(n),Lp=t=>{const e=[],i=[];let n=t.initialValue;for(let s=0;s{const i=e.map((n=0,t=>n+=t));var n;return e=>{e=Pc(e,0,1),e*=i[i.length-1];const n=i.findIndex((t=>t>=e)),s=n<1?0:i[n-1],r=i[n];return t[n]((e-s)/(r-s))}})(e,i)}; +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var Qp=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const Pp=Lp({initialValue:0,keyframes:[{frames:5,value:-1},{frames:1,value:-1},{frames:8,value:1},{frames:1,value:1},{frames:5,value:0},{frames:18,value:0}]}),Fp=Lp({initialValue:0,keyframes:[{frames:1,value:1},{frames:5,value:1},{frames:1,value:0},{frames:6,value:0}]}),Np="0deg 75deg 105%",Up=["front","right","back","left"],kp=["upper-","","lower-"],Op="auto",Gp="basic",zp="wiggle",Hp="none",Vp=()=>({basis:[VA(QA(30,"deg"))],keywords:{auto:[null]}}),Wp=()=>({basis:[VA(QA(12,"deg"))],keywords:{auto:[null]}}),qp=(()=>{const t=PA(Np)[0].terms,e=qA(t[0]),i=qA(t[1]);return t=>{const n=t[ty].idealCameraDistance();return{basis:[e,i,QA(n,"m")],keywords:{auto:[null,null,QA(105,"%")]}}}})(),jp=t=>{const e=2.2*t[ty].boundingSphere.radius;return{basis:[QA(-1/0,"rad"),QA(Math.PI/8,"rad"),QA(e,"m")],keywords:{auto:[null,null,null]}}},Yp=t=>{const e=qp(t),i=new Ap([],e).evaluate()[2];return{basis:[QA(1/0,"rad"),QA(Math.PI-Math.PI/8,"rad"),QA(i,"m")],keywords:{auto:[null,null,null]}}},Jp=t=>{const e=t[ty].boundingBox.getCenter(new _i);return{basis:[QA(e.x,"m"),QA(e.y,"m"),QA(e.z,"m")],keywords:{auto:[null,null,null]}}},Xp=Math.PI/2,Kp=Math.PI/3,$p=Xp/2,Zp=2*Math.PI,tm=Symbol("controls"),em=Symbol("panElement"),im=Symbol("promptElement"),nm=Symbol("promptAnimatedContainer"),sm=Symbol("fingerAnimatedContainers"),rm=Symbol("deferInteractionPrompt"),am=Symbol("updateAria"),om=Symbol("updateCameraForRadius"),lm=Symbol("cancelPrompts"),hm=Symbol("onChange"),cm=Symbol("onPointerChange"),um=Symbol("waitingToPromptUser"),dm=Symbol("userHasInteracted"),Am=Symbol("promptElementVisibleTime"),pm=Symbol("lastPromptOffset"),mm=Symbol("cancellationSource"),gm=Symbol("lastSpherical"),fm=Symbol("jumpCamera"),vm=Symbol("initialized"),ym=Symbol("maintainThetaPhi"),xm=Symbol("syncCameraOrbit"),_m=Symbol("syncFieldOfView"),Em=Symbol("syncCameraTarget"),wm=Symbol("syncMinCameraOrbit"),Cm=Symbol("syncMaxCameraOrbit"),bm=Symbol("syncMinFieldOfView"),Im=Symbol("syncMaxFieldOfView"),Sm=new Ye,Mm=new _i,Bm=Object.freeze({minimumRadius:0,maximumRadius:1/0,minimumPolarAngle:Math.PI/8,maximumPolarAngle:Math.PI-Math.PI/8,minimumAzimuthalAngle:-1/0,maximumAzimuthalAngle:1/0,minimumFieldOfView:10,maximumFieldOfView:45,touchAction:"none"}),Tm=Math.PI/8,Rm=.04,Dm={USER_INTERACTION:"user-interaction",NONE:"none",AUTOMATIC:"automatic"};class Lm extends Le{constructor(t,e,i){super(),this.camera=t,this.element=e,this.scene=i,this.orbitSensitivity=1,this.inputSensitivity=1,this.changeSource=Dm.NONE,this._interactionEnabled=!1,this._disableZoom=!1,this.isUserPointing=!1,this.enablePan=!0,this.enableTap=!0,this.panProjection=new Je,this.panPerPixel=0,this.spherical=new ph,this.goalSpherical=new ph,this.thetaDamper=new MA,this.phiDamper=new MA,this.radiusDamper=new MA,this.logFov=Math.log(Bm.maximumFieldOfView),this.goalLogFov=this.logFov,this.fovDamper=new MA,this.touchMode=null,this.pointers=[],this.startTime=0,this.startPointerPosition={clientX:0,clientY:0},this.lastSeparation=0,this.touchDecided=!1,this.onContext=t=>{if(this.enablePan)t.preventDefault();else for(const t of this.pointers)this.onPointerUp(new PointerEvent("pointercancel",Object.assign(Object.assign({},this.startPointerPosition),{pointerId:t.id})))},this.touchModeZoom=(t,e)=>{if(!this._disableZoom){const t=this.twoTouchDistance(this.pointers[0],this.pointers[1]),e=Rm*(this.lastSeparation-t)*50/this.scene.height;this.lastSeparation=t,this.userAdjustOrbit(0,0,e)}this.panPerPixel>0&&this.movePan(t,e)},this.disableScroll=t=>{t.preventDefault()},this.touchModeRotate=(t,e)=>{const{touchAction:i}=this._options;if(!this.touchDecided&&"none"!==i){this.touchDecided=!0;const n=Math.abs(t),s=Math.abs(e);if(this.changeSource===Dm.USER_INTERACTION&&("pan-y"===i&&s>n||"pan-x"===i&&n>s))return void(this.touchMode=null);this.element.addEventListener("touchmove",this.disableScroll,{passive:!1})}this.handleSinglePointerMove(t,e)},this.onPointerDown=t=>{if(this.pointers.length>2)return;const{element:e}=this;0===this.pointers.length&&(e.addEventListener("pointermove",this.onPointerMove),e.addEventListener("pointerup",this.onPointerUp),this.touchMode=null,this.touchDecided=!1,this.startPointerPosition.clientX=t.clientX,this.startPointerPosition.clientY=t.clientY,this.startTime=performance.now());try{e.setPointerCapture(t.pointerId)}catch(t){}this.pointers.push({clientX:t.clientX,clientY:t.clientY,id:t.pointerId}),this.isUserPointing=!1,"touch"===t.pointerType?(this.changeSource=t.altKey?Dm.AUTOMATIC:Dm.USER_INTERACTION,this.onTouchChange(t)):(this.changeSource=Dm.USER_INTERACTION,this.onMouseDown(t)),this.changeSource===Dm.USER_INTERACTION&&this.dispatchEvent({type:"user-interaction"})},this.onPointerMove=t=>{const e=this.pointers.find((e=>e.id===t.pointerId));if(null==e)return;const i=this.pointers.length,n=(t.clientX-e.clientX)/i,s=(t.clientY-e.clientY)/i;0===n&&0===s||(e.clientX=t.clientX,e.clientY=t.clientY,"touch"===t.pointerType?(this.changeSource=t.altKey?Dm.AUTOMATIC:Dm.USER_INTERACTION,null!==this.touchMode&&this.touchMode(n,s)):(this.changeSource=Dm.USER_INTERACTION,this.panPerPixel>0?this.movePan(n,s):this.handleSinglePointerMove(n,s)))},this.onPointerUp=t=>{const{element:e}=this,i=this.pointers.findIndex((e=>e.id===t.pointerId));-1!==i&&this.pointers.splice(i,1),this.panPerPixel>0&&!t.altKey&&this.resetRadius(),0===this.pointers.length?(e.removeEventListener("pointermove",this.onPointerMove),e.removeEventListener("pointerup",this.onPointerUp),e.removeEventListener("touchmove",this.disableScroll),this.enablePan&&this.enableTap&&this.recenter(t)):null!==this.touchMode&&this.onTouchChange(t),this.scene.element[em].style.opacity=0,e.style.cursor="grab",this.panPerPixel=0,this.isUserPointing&&this.dispatchEvent({type:"pointer-change-end"})},this.onWheel=t=>{this.changeSource=Dm.USER_INTERACTION;const e=t.deltaY*(1==t.deltaMode?18:1)*Rm/30;this.userAdjustOrbit(0,0,e),t.preventDefault(),this.dispatchEvent({type:"user-interaction"})},this.onKeyDown=t=>{const{changeSource:e}=this;this.changeSource=Dm.USER_INTERACTION;(t.shiftKey&&this.enablePan?this.panKeyCodeHandler(t):this.orbitZoomKeyCodeHandler(t))?(t.preventDefault(),this.dispatchEvent({type:"user-interaction"})):this.changeSource=e},this._options=Object.assign({},Bm),this.setOrbit(0,Math.PI/2,1),this.setFieldOfView(100),this.jumpToGoal()}get interactionEnabled(){return this._interactionEnabled}enableInteraction(){if(!1===this._interactionEnabled){const{element:t}=this;t.addEventListener("pointerdown",this.onPointerDown),t.addEventListener("pointercancel",this.onPointerUp),this._disableZoom||t.addEventListener("wheel",this.onWheel),t.addEventListener("keydown",this.onKeyDown),t.addEventListener("touchmove",(()=>{}),{passive:!1}),t.addEventListener("contextmenu",this.onContext),this.element.style.cursor="grab",this._interactionEnabled=!0,this.updateTouchActionStyle()}}disableInteraction(){if(!0===this._interactionEnabled){const{element:t}=this;t.removeEventListener("pointerdown",this.onPointerDown),t.removeEventListener("pointermove",this.onPointerMove),t.removeEventListener("pointerup",this.onPointerUp),t.removeEventListener("pointercancel",this.onPointerUp),t.removeEventListener("wheel",this.onWheel),t.removeEventListener("keydown",this.onKeyDown),t.removeEventListener("contextmenu",this.onContext),t.style.cursor="",this.touchMode=null,this._interactionEnabled=!1,this.updateTouchActionStyle()}}get options(){return this._options}set disableZoom(t){this._disableZoom!=t&&(this._disableZoom=t,!0===t?this.element.removeEventListener("wheel",this.onWheel):this.element.addEventListener("wheel",this.onWheel),this.updateTouchActionStyle())}getCameraSpherical(t=new ph){return t.copy(this.spherical)}getFieldOfView(){return this.camera.fov}applyOptions(t){Object.assign(this._options,t),this.setOrbit(),this.setFieldOfView(Math.exp(this.goalLogFov))}updateNearFar(t,e){this.camera.far=0===e?2:e,this.camera.near=Math.max(t,this.camera.far/1e3),this.camera.updateProjectionMatrix()}updateAspect(t){this.camera.aspect=t,this.camera.updateProjectionMatrix()}setOrbit(t=this.goalSpherical.theta,e=this.goalSpherical.phi,i=this.goalSpherical.radius){const{minimumAzimuthalAngle:n,maximumAzimuthalAngle:s,minimumPolarAngle:r,maximumPolarAngle:a,minimumRadius:o,maximumRadius:l}=this._options,{theta:h,phi:c,radius:u}=this.goalSpherical,d=Pc(t,n,s);isFinite(n)||isFinite(s)||(this.spherical.theta=this.wrapAngle(this.spherical.theta-d)+d);const A=Pc(e,r,a),p=Pc(i,o,l);return(d!==h||A!==c||p!==u)&&(!!(isFinite(d)&&isFinite(A)&&isFinite(p))&&(this.goalSpherical.theta=d,this.goalSpherical.phi=A,this.goalSpherical.radius=p,this.goalSpherical.makeSafe(),!0))}setRadius(t){this.goalSpherical.radius=t,this.setOrbit()}setFieldOfView(t){const{minimumFieldOfView:e,maximumFieldOfView:i}=this._options;t=Pc(t,e,i),this.goalLogFov=Math.log(t)}setDamperDecayTime(t){this.thetaDamper.setDecayTime(t),this.phiDamper.setDecayTime(t),this.radiusDamper.setDecayTime(t),this.fovDamper.setDecayTime(t)}adjustOrbit(t,e,i){const{theta:n,phi:s,radius:r}=this.goalSpherical,{minimumRadius:a,maximumRadius:o,minimumFieldOfView:l,maximumFieldOfView:h}=this._options,c=this.spherical.theta-n,u=Math.PI-.001,d=n-Pc(t,-u-c,u-c),A=s-e,p=0===i?0:((i>0?o:a)-r)/(Math.log(i>0?h:l)-this.goalLogFov),m=r+i*(isFinite(p)?p:2*(o-a));if(this.setOrbit(d,A,m),0!==i){const t=this.goalLogFov+i;this.setFieldOfView(Math.exp(t))}}jumpToGoal(){this.update(0,1e4)}update(t,e){if(this.isStationary())return!1;const{maximumPolarAngle:i,maximumRadius:n}=this._options,s=this.spherical.theta-this.goalSpherical.theta;return Math.abs(s)>Math.PI&&!isFinite(this._options.minimumAzimuthalAngle)&&!isFinite(this._options.maximumAzimuthalAngle)&&(this.spherical.theta-=2*Math.sign(s)*Math.PI),this.spherical.theta=this.thetaDamper.update(this.spherical.theta,this.goalSpherical.theta,e,Math.PI),this.spherical.phi=this.phiDamper.update(this.spherical.phi,this.goalSpherical.phi,e,i),this.spherical.radius=this.radiusDamper.update(this.spherical.radius,this.goalSpherical.radius,e,n),this.logFov=this.fovDamper.update(this.logFov,this.goalLogFov,e,1),this.moveCamera(),!0}updateTouchActionStyle(){const{style:t}=this.element;if(this._interactionEnabled){const{touchAction:e}=this._options;this._disableZoom&&"none"!==e?t.touchAction="manipulation":t.touchAction=e}else t.touchAction=""}isStationary(){return this.goalSpherical.theta===this.spherical.theta&&this.goalSpherical.phi===this.spherical.phi&&this.goalSpherical.radius===this.spherical.radius&&this.goalLogFov===this.logFov}moveCamera(){this.spherical.makeSafe(),this.camera.position.setFromSpherical(this.spherical),this.camera.setRotationFromEuler(new ln(this.spherical.phi-Math.PI/2,this.spherical.theta,0,"YXZ")),this.camera.fov!==Math.exp(this.logFov)&&(this.camera.fov=Math.exp(this.logFov),this.camera.updateProjectionMatrix())}userAdjustOrbit(t,e,i){this.adjustOrbit(t*this.orbitSensitivity*this.inputSensitivity,e*this.orbitSensitivity*this.inputSensitivity,i*this.inputSensitivity)}wrapAngle(t){const e=(t+Math.PI)/(2*Math.PI);return 2*(e-Math.floor(e))*Math.PI-Math.PI}pixelLengthToSphericalAngle(t){return 2*Math.PI*t/this.scene.height}twoTouchDistance(t,e){const{clientX:i,clientY:n}=t,{clientX:s,clientY:r}=e,a=s-i,o=r-n;return Math.sqrt(a*a+o*o)}handleSinglePointerMove(t,e){const i=this.pixelLengthToSphericalAngle(t),n=this.pixelLengthToSphericalAngle(e);!1===this.isUserPointing&&(this.isUserPointing=!0,this.dispatchEvent({type:"pointer-change-start"})),this.userAdjustOrbit(i,n,0)}initializePan(){const{theta:t,phi:e}=this.spherical,i=t-this.scene.yaw;this.panPerPixel=.018/this.scene.height,this.panProjection.set(-Math.cos(i),-Math.cos(e)*Math.sin(i),0,0,Math.sin(e),0,Math.sin(i),-Math.cos(e)*Math.cos(i),0)}movePan(t,e){const{scene:i}=this,n=Mm.set(t,e,0).multiplyScalar(this.inputSensitivity),s=this.spherical.radius*Math.exp(this.logFov)*this.panPerPixel;n.multiplyScalar(s);const r=i.getTarget();r.add(n.applyMatrix3(this.panProjection)),i.boundingSphere.clampPoint(r,r),i.setTarget(r.x,r.y,r.z)}recenter(t){if(performance.now()>this.startTime+300||Math.abs(t.clientX-this.startPointerPosition.clientX)>2||Math.abs(t.clientY-this.startPointerPosition.clientY)>2)return;const{scene:e}=this,i=e.positionAndNormalFromPoint(e.getNDC(t.clientX,t.clientY));if(null==i){const{cameraTarget:t}=e.element;e.element.cameraTarget="",e.element.cameraTarget=t,this.userAdjustOrbit(0,0,1)}else e.target.worldToLocal(i.position),e.setTarget(i.position.x,i.position.y,i.position.z)}resetRadius(){const{scene:t}=this,e=t.positionAndNormalFromPoint(Sm.set(0,0));if(null==e)return;t.target.worldToLocal(e.position);const i=t.getTarget(),{theta:n,phi:s}=this.spherical,r=n-t.yaw,a=Mm.set(Math.sin(s)*Math.sin(r),Math.cos(s),Math.sin(s)*Math.cos(r)),o=a.dot(e.position.sub(i));i.add(a.multiplyScalar(o)),t.setTarget(i.x,i.y,i.z),this.setOrbit(void 0,void 0,this.goalSpherical.radius-o)}onTouchChange(t){if(1===this.pointers.length)this.touchMode=this.touchModeRotate;else{if(this._disableZoom)return this.touchMode=null,void this.element.removeEventListener("touchmove",this.disableScroll);this.touchMode=this.touchDecided&&null===this.touchMode?null:this.touchModeZoom,this.touchDecided=!0,this.element.addEventListener("touchmove",this.disableScroll,{passive:!1}),this.lastSeparation=this.twoTouchDistance(this.pointers[0],this.pointers[1]),this.enablePan&&null!=this.touchMode&&(this.initializePan(),t.altKey||(this.scene.element[em].style.opacity=1))}}onMouseDown(t){this.panPerPixel=0,this.enablePan&&(2===t.button||t.ctrlKey||t.metaKey||t.shiftKey)&&(this.initializePan(),this.scene.element[em].style.opacity=1),this.element.style.cursor="grabbing"}orbitZoomKeyCodeHandler(t){let e=!0;switch(t.key){case"PageUp":this.userAdjustOrbit(0,0,Rm);break;case"PageDown":this.userAdjustOrbit(0,0,-.04);break;case"ArrowUp":this.userAdjustOrbit(0,-Tm,0);break;case"ArrowDown":this.userAdjustOrbit(0,Tm,0);break;case"ArrowLeft":this.userAdjustOrbit(-Tm,0,0);break;case"ArrowRight":this.userAdjustOrbit(Tm,0,0);break;default:e=!1}return e}panKeyCodeHandler(t){this.initializePan();let e=!0;switch(t.key){case"ArrowUp":this.movePan(0,-10);break;case"ArrowDown":this.movePan(0,10);break;case"ArrowLeft":this.movePan(-10,0);break;case"ArrowRight":this.movePan(10,0);break;default:e=!1}return e}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const Qm="not-presenting",Pm="session-started",Fm="object-placed",Nm="failed",Um="tracking",km="not-tracking",Om=new _i,Gm=new Ki,zm=new _i,Hm=new xs(45,1,.1,100);class Vm extends Le{constructor(t){super(),this.renderer=t,this.currentSession=null,this.placeOnWall=!1,this.placementBox=null,this.lastTick=null,this.turntableRotation=null,this.oldShadowIntensity=null,this.frame=null,this.initialHitSource=null,this.transientHitTestSource=null,this.inputSource=null,this._presentedScene=null,this.resolveCleanup=null,this.exitWebXRButtonContainer=null,this.overlay=null,this.xrLight=null,this.tracking=!0,this.frames=0,this.initialized=!1,this.oldTarget=new _i,this.placementComplete=!1,this.isTranslating=!1,this.isRotating=!1,this.isTwoFingering=!1,this.lastDragPosition=new _i,this.firstRatio=0,this.lastAngle=0,this.goalPosition=new _i,this.goalYaw=0,this.goalScale=1,this.xDamper=new MA,this.yDamper=new MA,this.zDamper=new MA,this.yawDamper=new MA,this.scaleDamper=new MA,this.onExitWebXRButtonContainerClick=()=>this.stopPresenting(),this.onUpdateScene=()=>{null!=this.placementBox&&this.isPresenting&&(this.placementBox.dispose(),this.placementBox=new LA(this.presentedScene,this.placeOnWall?"back":"bottom"))},this.onSelectStart=t=>{const e=this.transientHitTestSource;if(null==e)return;const i=this.frame.getHitTestResultsForTransientInput(e),n=this.presentedScene,s=this.placementBox;if(1===i.length){this.inputSource=t.inputSource;const{axes:e}=this.inputSource.gamepad,i=s.getHit(this.presentedScene,e[0],e[1]);s.show=!0,null!=i?(this.isTranslating=!0,this.lastDragPosition.copy(i)):!1===this.placeOnWall&&(this.isRotating=!0,this.lastAngle=1.5*e[0])}else if(2===i.length){s.show=!0,this.isTwoFingering=!0;const{separation:t}=this.fingerPolar(i);this.firstRatio=t/n.scale.x}},this.onSelectEnd=()=>{this.isTranslating=!1,this.isRotating=!1,this.isTwoFingering=!1,this.inputSource=null,this.goalPosition.y+=this.placementBox.offsetHeight*this.presentedScene.scale.x,this.placementBox.show=!1},this.threeRenderer=t.threeRenderer,this.threeRenderer.xr.enabled=!0}async resolveARSession(){Dc();const t=await navigator.xr.requestSession("immersive-ar",{requiredFeatures:["hit-test"],optionalFeatures:["dom-overlay","light-estimation"],domOverlay:this.overlay?{root:this.overlay}:void 0});return this.threeRenderer.xr.setReferenceSpaceType("local"),await this.threeRenderer.xr.setSession(t),this.threeRenderer.xr.cameraAutoUpdate=!1,t}get presentedScene(){return this._presentedScene}async supportsPresentation(){try{return Dc(),await navigator.xr.isSessionSupported("immersive-ar")}catch(t){return console.warn("Request to present in WebXR denied:"),console.warn(t),console.warn("Falling back to next ar-mode"),!1}}async present(t,e=!1){this.isPresenting&&console.warn("Cannot present while a model is already presenting");let i=new Promise(((t,e)=>{requestAnimationFrame((()=>t()))}));t.setHotspotsVisibility(!1),t.queueRender(),await i,this._presentedScene=t,this.overlay=t.element.shadowRoot.querySelector("div.default"),!0===e&&(this.xrLight=new SA(this.threeRenderer),this.xrLight.addEventListener("estimationstart",(()=>{if(!this.isPresenting||null==this.xrLight)return;const t=this.presentedScene;t.add(this.xrLight),t.environment=this.xrLight.environment})));const n=await this.resolveARSession();n.addEventListener("end",(()=>{this.postSessionCleanup()}),{once:!0});const s=t.element.shadowRoot.querySelector(".slot.exit-webxr-ar-button");s.classList.add("enabled"),s.addEventListener("click",this.onExitWebXRButtonContainerClick),this.exitWebXRButtonContainer=s;const r=await n.requestReferenceSpace("viewer");this.tracking=!0,this.frames=0,this.initialized=!1,this.turntableRotation=t.yaw,this.goalYaw=t.yaw,this.goalScale=1,t.background=null,this.oldShadowIntensity=t.shadowIntensity,t.setShadowIntensity(.01),this.oldTarget.copy(t.getTarget()),t.element.addEventListener("load",this.onUpdateScene);const a=20*Math.PI/180,o=!0===this.placeOnWall?void 0:new XRRay(new DOMPoint(0,0,0),{x:0,y:-Math.sin(a),z:-Math.cos(a)});n.requestHitTestSource({space:r,offsetRay:o}).then((t=>{this.initialHitSource=t})),this.currentSession=n,this.placementBox=new LA(t,this.placeOnWall?"back":"bottom"),this.placementComplete=!1,this.lastTick=performance.now(),this.dispatchEvent({type:"status",status:Pm})}async stopPresenting(){if(!this.isPresenting)return;const t=new Promise((t=>{this.resolveCleanup=t}));try{await this.currentSession.end(),await t}catch(t){console.warn("Error while trying to end WebXR AR session"),console.warn(t),this.postSessionCleanup()}}get isPresenting(){return null!=this.presentedScene}get target(){return this.oldTarget}updateTarget(){const t=this.presentedScene;if(null!=t){const e=t.getTarget();this.oldTarget.copy(e),this.placeOnWall?e.z=t.boundingBox.min.z:e.y=t.boundingBox.min.y,t.setTarget(e.x,e.y,e.z)}}postSessionCleanup(){const t=this.currentSession;null!=t&&(t.removeEventListener("selectstart",this.onSelectStart),t.removeEventListener("selectend",this.onSelectEnd),this.currentSession=null);const e=this.presentedScene;if(this._presentedScene=null,null!=e){const{element:t}=e;null!=this.xrLight&&(e.remove(this.xrLight),this.xrLight.dispose(),this.xrLight=null),e.position.set(0,0,0),e.scale.set(1,1,1),e.setShadowOffset(0);const i=this.turntableRotation;null!=i&&(e.yaw=i);const n=this.oldShadowIntensity;null!=n&&e.setShadowIntensity(n),e.setEnvironmentAndSkybox(t[kc],t[Oc]);const s=this.oldTarget;e.setTarget(s.x,s.y,s.z),e.xrCamera=null,e.element.removeEventListener("load",this.onUpdateScene),e.orientHotspots(0),t.requestUpdate("cameraTarget"),t.requestUpdate("maxCameraOrbit"),t[sy](t.getBoundingClientRect()),requestAnimationFrame((()=>{e.element.dispatchEvent(new CustomEvent("camera-change",{detail:{source:Dm.NONE}}))}))}this.renderer.height=0;const i=this.exitWebXRButtonContainer;null!=i&&(i.classList.remove("enabled"),i.removeEventListener("click",this.onExitWebXRButtonContainerClick),this.exitWebXRButtonContainer=null);const n=this.transientHitTestSource;null!=n&&(n.cancel(),this.transientHitTestSource=null);const s=this.initialHitSource;null!=s&&(s.cancel(),this.initialHitSource=null),null!=this.placementBox&&(this.placementBox.dispose(),this.placementBox=null),this.lastTick=null,this.turntableRotation=null,this.oldShadowIntensity=null,this.frame=null,this.inputSource=null,this.overlay=null,null!=this.resolveCleanup&&this.resolveCleanup(),this.dispatchEvent({type:"status",status:Qm})}updateView(t){const e=this.presentedScene,i=this.threeRenderer.xr;i.updateCamera(Hm),e.xrCamera=i.getCamera();const{elements:n}=e.getCamera().matrixWorld;if(e.orientHotspots(Math.atan2(n[1],n[5])),this.initialized||(this.placeInitially(),this.initialized=!0),t.requestViewportScale&&t.recommendedViewportScale){const e=t.recommendedViewportScale;t.requestViewportScale(Math.max(e,.25))}const s=i.getBaseLayer();if(null!=s){const e=s instanceof XRWebGLLayer?s.getViewport(t):i.getBinding().getViewSubImage(s,t).viewport;this.threeRenderer.setViewport(e.x,e.y,e.width,e.height)}}placeInitially(){const t=this.presentedScene,{position:e,element:i}=t,n=t.getCamera(),{width:s,height:r}=this.overlay.getBoundingClientRect();t.setSize(s,r),n.projectionMatrixInverse.copy(n.projectionMatrix).invert();const{theta:a,radius:o}=i.getCameraOrbit(),l=n.getWorldDirection(Om);t.yaw=Math.atan2(-l.x,-l.z)-a,this.goalYaw=t.yaw,e.copy(n.position).add(l.multiplyScalar(o)),this.updateTarget();const h=t.getTarget();e.add(h).sub(this.oldTarget),this.goalPosition.copy(e),t.setHotspotsVisibility(!0);const{session:c}=this.frame;c.addEventListener("selectstart",this.onSelectStart),c.addEventListener("selectend",this.onSelectEnd),c.requestHitTestSourceForTransientInput({profile:"generic-touchscreen"}).then((t=>{this.transientHitTestSource=t}))}getTouchLocation(){const{axes:t}=this.inputSource.gamepad;let e=this.placementBox.getExpandedHit(this.presentedScene,t[0],t[1]);return null!=e&&(Om.copy(e).sub(this.presentedScene.getCamera().position),Om.length()>10)?null:e}getHitPoint(t){const e=this.threeRenderer.xr.getReferenceSpace(),i=t.getPose(e);if(null==i)return null;const n=Gm.fromArray(i.transform.matrix);return!0===this.placeOnWall&&(this.goalYaw=Math.atan2(n.elements[4],n.elements[6])),n.elements[5]>.75!==this.placeOnWall?zm.setFromMatrixPosition(n):null}moveToFloor(t){const e=this.initialHitSource;if(null==e)return;const i=t.getHitTestResults(e);if(0==i.length)return;const n=i[0],s=this.getHitPoint(n);null!=s&&(this.placementBox.show=!0,this.isTranslating||(this.placeOnWall?this.goalPosition.copy(s):this.goalPosition.y=s.y),e.cancel(),this.initialHitSource=null,this.dispatchEvent({type:"status",status:Fm}))}fingerPolar(t){const e=t[0].inputSource.gamepad.axes,i=t[1].inputSource.gamepad.axes,n=i[0]-e[0],s=i[1]-e[1],r=Math.atan2(s,n);let a=this.lastAngle-r;return a>Math.PI?a-=2*Math.PI:a<-Math.PI&&(a+=2*Math.PI),this.lastAngle=r,{separation:Math.sqrt(n*n+s*s),deltaYaw:a}}processInput(t){const e=this.transientHitTestSource;if(null==e)return;if(!this.isTranslating&&!this.isTwoFingering&&!this.isRotating)return;const i=t.getHitTestResultsForTransientInput(e),n=this.presentedScene,s=n.scale.x;if(this.isTwoFingering)if(i.length<2)this.isTwoFingering=!1;else{const{separation:t,deltaYaw:e}=this.fingerPolar(i);if(!1===this.placeOnWall&&(this.goalYaw+=e),n.canScale){const e=t/this.firstRatio;this.goalScale=e<1.3&&e>.7692307692307692?1:e}}else if(2!==i.length)if(this.isRotating){const t=1.5*this.inputSource.gamepad.axes[0];this.goalYaw+=t-this.lastAngle,this.lastAngle=t}else this.isTranslating&&i.forEach((t=>{if(t.inputSource!==this.inputSource)return;let e=null;if(t.results.length>0&&(e=this.getHitPoint(t.results[0])),null==e&&(e=this.getTouchLocation()),null!=e){if(this.goalPosition.sub(this.lastDragPosition),!1===this.placeOnWall){const t=e.y-this.lastDragPosition.y;if(t<0){this.placementBox.offsetHeight=t/s,this.presentedScene.setShadowOffset(t);const i=Om.copy(n.getCamera().position),r=-t/(i.y-e.y);i.multiplyScalar(r),e.multiplyScalar(1-r).add(i)}}this.goalPosition.add(e),this.lastDragPosition.copy(e)}}));else{this.isTranslating=!1,this.isRotating=!1,this.isTwoFingering=!0;const{separation:t}=this.fingerPolar(i);this.firstRatio=t/s}}moveScene(t){const e=this.presentedScene,{position:i,yaw:n}=e,s=e.boundingSphere.radius,r=this.goalPosition,a=e.scale.x,o=this.placementBox;let l=Dm.NONE;if(!r.equals(i)||this.goalScale!==a){l=Dm.USER_INTERACTION;let{x:n,y:h,z:c}=i;n=this.xDamper.update(n,r.x,t,s),h=this.yDamper.update(h,r.y,t,s),c=this.zDamper.update(c,r.z,t,s),i.set(n,h,c);const u=this.scaleDamper.update(a,this.goalScale,t,1);if(e.scale.set(u,u,u),!this.isTranslating){const t=r.y-h;this.placementComplete&&!1===this.placeOnWall?(o.offsetHeight=t/u,e.setShadowOffset(t)):0===t&&(this.placementComplete=!0,o.show=!1,e.setShadowIntensity(.8))}}o.updateOpacity(t),e.updateTarget(t),e.yaw=this.yawDamper.update(n,this.goalYaw,t,Math.PI),e.element.dispatchEvent(new CustomEvent("camera-change",{detail:{source:l}}))}onWebXRFrame(t,e){this.frame=e,++this.frames;const i=this.threeRenderer.xr.getReferenceSpace(),n=e.getViewerPose(i);null==n&&!0===this.tracking&&this.frames>30&&(this.tracking=!1,this.dispatchEvent({type:"tracking",status:km}));const s=this.presentedScene;if(null==n||null==s||!s.element.loaded)return void this.threeRenderer.clear();!1===this.tracking&&(this.tracking=!0,this.dispatchEvent({type:"tracking",status:Um}));let r=!0;for(const i of n.views){if(this.updateView(i),r){this.moveToFloor(e),this.processInput(e);const i=t-this.lastTick;this.moveScene(i),this.renderer.preRender(s,t,i),this.lastTick=t,s.renderShadow(this.threeRenderer)}this.threeRenderer.render(s,s.getCamera()),r=!1}}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */class Wm{constructor(t){t.threeRenderer.debug={checkShaderErrors:!0},Promise.resolve().then((()=>{self.dispatchEvent(new CustomEvent("model-viewer-renderer-debug",{detail:{renderer:t,THREE:{ShaderMaterial:vs,Texture:mi,Mesh:us,Scene:mo,PlaneGeometry:Qs,OrthographicCamera:Ws,WebGLRenderTarget:fi}}}))}))}addScene(t){self.dispatchEvent(new CustomEvent("model-viewer-scene-added-debug",{detail:{scene:t}}))}removeScene(t){self.dispatchEvent(new CustomEvent("model-viewer-scene-removed-debug",{detail:{scene:t}}))}}function qm(t){const e=new Map,i=new Map,n=t.clone();return jm(t,n,(function(t,n){e.set(n,t),i.set(t,n)})),n.traverse((function(t){if(!t.isSkinnedMesh)return;const n=t,s=e.get(t),r=s.skeleton.bones;n.skeleton=s.skeleton.clone(),n.bindMatrix.copy(s.bindMatrix),n.skeleton.bones=r.map((function(t){return i.get(t)})),n.bind(n.skeleton,n.bindMatrix)})),n}function jm(t,e,i){i(t,e);for(let n=0;n{t.traverse((t=>{if(!t.isMesh)return;const e=t;(Array.isArray(e.material)?e.material:[e.material]).forEach((t=>{for(const e in t){const i=t[e];if(i instanceof mi){const t=i.source.data;null!=t.close&&t.close(),i.dispose()}}t.dispose()})),e.geometry.dispose()}))}))}[Km](){const t=this[Xm],e=qm(this.scene);Zm(e,this.scene);const i=[e],n=t.userData?Object.assign({},t.userData):{};return Object.assign(Object.assign({},t),{scene:e,scenes:i,userData:n})}}const Zm=(t,e)=>{tg(t,e,((t,e)=>{void 0!==e.userData.variantMaterials&&(t.userData.variantMaterials=new Map(e.userData.variantMaterials)),void 0!==e.userData.variantData&&(t.userData.variantData=e.userData.variantData),void 0!==e.userData.originalMaterial&&(t.userData.originalMaterial=e.userData.originalMaterial)}))},tg=(t,e,i)=>{i(t,e);for(let n=0;n{const n=e.threeObjectMap.get(t);if(null!=n)for(const t in n)if(null!=t&&"primitives"!==t){const e=t,o=n[e],l=s[e][o],h=r.get(i)||{};h[e]=o,r.set(i,h);const c=a.get(l)||new Set;c.add(i),a.set(l,c)}}));return new lg(t,s,r,a)}static[rg](t,e,i){const n=(t,e)=>{if(i(t,e),t.isObject3D){if(t.isMesh)if(Array.isArray(t.material))for(let i=0;i{t.renderOrder=1e3,t.frustumCulled=!1,t.name||(t.name=t.uuid);const i=t;if(i.isMesh){const{geometry:t}=i;i.castShadow=!0,i.isSkinnedMesh&&(t.boundingSphere=n,t.boundingBox=null);const s=i.material;if(!0===s.isMeshBasicMaterial&&(s.toneMapped=!1),s.shadowSide=c,s.aoMap){const{gltf:i,threeObjectMap:n}=e[hg],r=n.get(s);if(null!=i.materials&&null!=r&&null!=r.materials){const e=i.materials[r.materials];e.occlusionTexture&&0===e.occlusionTexture.texCoord&&null!=t.attributes.uv&&t.setAttribute("uv2",t.attributes.uv)}}}})),e}get correlatedSceneGraph(){return this[Xm][hg]}[Km](){const t=super[Km](),e=new Map;return t.scene.traverse((t=>{if(t.isMesh){const i=t,n=i.material;if(null!=n){if(e.has(n.uuid))return void(i.material=e.get(n.uuid));i.material=n.clone(),e.set(n.uuid,i.material)}}})),t[hg]=lg.from(t,this.correlatedSceneGraph),t}}class ug extends Pl{constructor(t){super(t),this.type=yt}parse(t){const e=function(t,e){switch(t){case 1:console.error("THREE.RGBELoader Read Error: "+(e||""));break;case 2:console.error("THREE.RGBELoader Write Error: "+(e||""));break;case 3:console.error("THREE.RGBELoader Bad File Format: "+(e||""));break;default:console.error("THREE.RGBELoader: Error: "+(e||""))}return-1},i=function(t,e,i){e=e||1024;let n=t.pos,s=-1,r=0,a="",o=String.fromCharCode.apply(null,new Uint16Array(t.subarray(n,n+128)));for(;0>(s=o.indexOf("\n"))&&r=t.byteLength||!(l=i(t)))return e(1,"no header found");if(!(h=l.match(/^#\?(\S+)/)))return e(3,"bad initial token");for(o.valid|=1,o.programtype=h[1],o.string+=l+"\n";l=i(t),!1!==l;)if(o.string+=l+"\n","#"!==l.charAt(0)){if((h=l.match(n))&&(o.gamma=parseFloat(h[1])),(h=l.match(s))&&(o.exposure=parseFloat(h[1])),(h=l.match(r))&&(o.valid|=2,o.format=h[1]),(h=l.match(a))&&(o.valid|=4,o.height=parseInt(h[1],10),o.width=parseInt(h[2],10)),2&o.valid&&4&o.valid)break}else o.comments+=l+"\n";return 2&o.valid?4&o.valid?o:e(3,"missing image size specifier"):e(3,"missing format specifier")}(r);if(-1!==a){const t=a.width,i=a.height,o=function(t,i,n){const s=i;if(s<8||s>32767||2!==t[0]||2!==t[1]||128&t[2])return new Uint8Array(t);if(s!==(t[2]<<8|t[3]))return e(3,"wrong scanline width");const r=new Uint8Array(4*i*n);if(!r.length)return e(4,"unable to allocate buffer space");let a=0,o=0;const l=4*s,h=new Uint8Array(4),c=new Uint8Array(l);let u=n;for(;u>0&&ot.byteLength)return e(1);if(h[0]=t[o++],h[1]=t[o++],h[2]=t[o++],h[3]=t[o++],2!=h[0]||2!=h[1]||(h[2]<<8|h[3])!=s)return e(3,"bad rgbe scanline format");let i,n=0;for(;n128;if(s&&(i-=128),0===i||n+i>l)return e(3,"bad scanline data");if(s){const e=t[o++];for(let t=0;tthis.ldrLoader.load(t,e,(()=>{}),i)));return e.name=t,e.flipY=!1,e}async loadLottie(t,e){const i=await this.getLottieLoader();i.setQuality(e);const n=await new Promise(((e,n)=>i.load(t,e,(()=>{}),n)));return n.name=t,n}async loadEquirect(t,e=(()=>{})){try{const i=mg.test(t),n=i?this.hdrLoader:this.ldrLoader,s=await new Promise(((i,s)=>n.load(t,i,(t=>{e(t.loaded/t.total*.9)}),s)));return e(1),s.name=t,s.mapping=tt,i||(s.encoding=we),s}finally{e&&e(1)}}async generateEnvironmentMapAndSkybox(t=null,e=null,i=(()=>{})){const n="legacy"!==e;"legacy"!==e&&"neutral"!==e||(e=null),e=Rc(e);let s,r=Promise.resolve(null);t&&(r=this.loadEquirectFromUrl(t,i)),s=e?this.loadEquirectFromUrl(e,i):t?this.loadEquirectFromUrl(t,i):n?this.loadGeneratedEnvironmentMapAlt():this.loadGeneratedEnvironmentMap();const[a,o]=await Promise.all([s,r]);if(null==a)throw new Error("Failed to load environment map.");return{environmentMap:a,skybox:o}}async loadEquirectFromUrl(t,e){if(!this.skyboxCache.has(t)){const i=this.loadEquirect(t,e);this.skyboxCache.set(t,i)}return this.skyboxCache.get(t)}async GenerateEnvironmentMap(t,e){await((t=0)=>new Promise((e=>setTimeout(e,t))))();const i=this.threeRenderer,n=new Cs(256,{generateMipmaps:!1,type:yt,format:Ct,encoding:Ee,depthBuffer:!0}),s=new Es(.1,100,n),r=s.renderTarget.texture;r.name=e;const a=i.outputEncoding,o=i.toneMapping;return i.toneMapping=q,i.outputEncoding=Ee,s.update(i,t),this.blurCubemap(n,.04),i.toneMapping=o,i.outputEncoding=a,r}async loadGeneratedEnvironmentMap(){return null==this.generatedEnvironmentMap&&(this.generatedEnvironmentMap=this.GenerateEnvironmentMap(new dg,"legacy")),this.generatedEnvironmentMap}async loadGeneratedEnvironmentMapAlt(){return null==this.generatedEnvironmentMapAlt&&(this.generatedEnvironmentMapAlt=this.GenerateEnvironmentMap(new Ag,"neutral")),this.generatedEnvironmentMapAlt}blurCubemap(t,e){if(null==this.blurMaterial){this.blurMaterial=this.getBlurShader(pg);const t=new As,e=new us(t,this.blurMaterial);this.blurScene=new mo,this.blurScene.add(e)}const i=t.clone();this.halfblur(t,i,e,"latitudinal"),this.halfblur(i,t,e,"longitudinal")}halfblur(t,e,i,n){const s=t.width,r=isFinite(i)?Math.PI/(2*s):2*Math.PI/39,a=i/r,o=isFinite(i)?1+Math.floor(3*a):pg;o>pg&&console.warn(`sigmaRadians, ${i}, is too large and will clip, as it requested ${o} samples when the maximum is set to 20`);const l=[];let h=0;for(let t=0;t= samples ) {\n \n break;\n \n }\n \n float theta = dTheta * float( i );\n gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n \n }\n }\n ",blending:A,depthTest:!1,depthWrite:!1,side:u})}async dispose(){for(const[,t]of this.skyboxCache){(await t).dispose()}null!=this.generatedEnvironmentMap&&((await this.generatedEnvironmentMap).dispose(),this.generatedEnvironmentMap=null),null!=this.generatedEnvironmentMapAlt&&((await this.generatedEnvironmentMapAlt).dispose(),this.generatedEnvironmentMapAlt=null),null!=this.blurMaterial&&this.blurMaterial.dispose()}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const fg=[1,.79,.62,.5,.4,.31,.25],vg="high-performance";class yg extends Le{constructor(t){super(),this.loader=new Td(cg),this.width=0,this.height=0,this.dpr=1,this.debugger=null,this.scenes=new Set,this.multipleScenesVisible=!1,this.lastTick=performance.now(),this.renderedLastFrame=!1,this.scaleStep=0,this.lastStep=3,this.avgFrameDuration=50,this.onWebGLContextLost=t=>{this.dispatchEvent({type:"contextlost",sourceEvent:t})},this.onWebGLContextRestored=()=>{var t;null===(t=this.textureUtils)||void 0===t||t.dispose(),this.textureUtils=new gg(this.threeRenderer);for(const t of this.scenes)t.element[Gc]()},this.dpr=Fc(),this.canvas3D=document.createElement("canvas"),this.canvas3D.id="webgl-canvas",this.canvas3D.classList.add("show");try{this.threeRenderer=new po({canvas:this.canvas3D,alpha:!0,antialias:!0,powerPreference:t.powerPreference,preserveDrawingBuffer:!0}),this.threeRenderer.autoClear=!0,this.threeRenderer.outputEncoding=we,this.threeRenderer.physicallyCorrectLights=!0,this.threeRenderer.setPixelRatio(1),this.debugger=t.debug?new Wm(this):null,this.threeRenderer.debug={checkShaderErrors:!!this.debugger},this.threeRenderer.toneMapping=X}catch(t){console.warn(t)}this.arRenderer=new Vm(this),this.textureUtils=this.canRender?new gg(this.threeRenderer):null,Td.initializeKTX2Loader(this.threeRenderer),this.canvas3D.addEventListener("webglcontextlost",this.onWebGLContextLost),this.canvas3D.addEventListener("webglcontextrestored",this.onWebGLContextRestored),this.updateRendererSize()}static get singleton(){return this._singleton}static resetSingleton(){const t=this._singleton.dispose();for(const e of t)e.disconnectedCallback();this._singleton=new yg({powerPreference:(self.ModelViewerElement||{}).powerPreference||vg,debug:Nc()});for(const e of t)e.connectedCallback()}get canRender(){return null!=this.threeRenderer}get scaleFactor(){return fg[this.scaleStep]}set minScale(t){let e=1;for(;e0&&this.threeRenderer.setAnimationLoop(((t,e)=>this.render(t,e))),null!=this.debugger&&this.debugger.addScene(t)}unregisterScene(t){this.scenes.delete(t),this.canvas3D.parentElement===t.canvas.parentElement&&t.canvas.parentElement.removeChild(this.canvas3D),this.canRender&&0===this.scenes.size&&this.threeRenderer.setAnimationLoop(null),null!=this.debugger&&this.debugger.removeScene(t)}displayCanvas(t){return this.multipleScenesVisible?t.element[Zv]:this.canvas3D}countVisibleScenes(){const{canvas3D:t}=this;let e=0,i=null;for(const n of this.scenes){const{element:s}=n;s.modelIsVisible&&null==n.externalRenderer&&++e,t.parentElement===n.canvas.parentElement&&(i=n)}const n=e>1;if(null!=i){const e=n&&!this.multipleScenesVisible,s=!i.element.modelIsVisible;if(e||s){const{width:e,height:n}=this.sceneSize(i);this.copyPixels(i,e,n),t.parentElement.removeChild(t)}}this.multipleScenesVisible=n}updateRendererSize(){const t=Fc();if(t!==this.dpr)for(const t of this.scenes){const{element:e}=t;e[Ov](e.getBoundingClientRect())}let e=0,i=0;for(const t of this.scenes)e=Math.max(e,t.width),i=Math.max(i,t.height);if(e!==this.width||i!==this.height||t!==this.dpr){this.width=e,this.height=i,this.dpr=t,e=Math.ceil(e*t),i=Math.ceil(i*t),this.canRender&&this.threeRenderer.setSize(e,i,!1);for(const t of this.scenes){const{canvas:n}=t;n.width=e,n.height=i,t.forceRescale()}}}updateRendererScale(t){const e=this.scaleStep;this.avgFrameDuration+=Pc(.2*(t-this.avgFrameDuration),-5,5),this.avgFrameDuration>60?++this.scaleStep:this.avgFrameDuration<40&&this.scaleStep>0&&--this.scaleStep,this.scaleStep=Math.min(this.scaleStep,this.lastStep),e!==this.scaleStep&&(this.avgFrameDuration=50)}shouldRender(t){if(t.shouldRender())t.scaleStep!=this.scaleStep&&(t.scaleStep=this.scaleStep,this.rescaleCanvas(t));else{if(0==t.scaleStep)return!1;t.scaleStep=0,this.rescaleCanvas(t)}return!0}rescaleCanvas(t){const e=fg[t.scaleStep],i=Math.ceil(this.width/e),n=Math.ceil(this.height/e),{style:s}=t.canvas;s.width=`${i}px`,s.height=`${n}px`,this.canvas3D.style.width=`${i}px`,this.canvas3D.style.height=`${n}px`;const r=this.dpr*e,a=e<1?"GPU throttling":this.dpr!==window.devicePixelRatio?"No meta viewport tag":"";t.element.dispatchEvent(new CustomEvent("render-scale",{detail:{reportedDpr:window.devicePixelRatio,renderedDpr:r,minimumDpr:this.dpr*fg[this.lastStep],pixelWidth:Math.ceil(t.width*r),pixelHeight:Math.ceil(t.height*r),reason:a}}))}sceneSize(t){const{dpr:e}=this,i=fg[t.scaleStep];return{width:Math.min(Math.ceil(t.width*i*e),this.canvas3D.width),height:Math.min(Math.ceil(t.height*i*e),this.canvas3D.height)}}copyPixels(t,e,i){const n=t.context;null!=n?(n.clearRect(0,0,e,i),n.drawImage(this.canvas3D,0,0,e,i,0,0,e,i),t.canvas.classList.add("show")):console.log("could not acquire 2d context")}orderedScenes(){const t=[];for(const e of[!1,!0])for(const i of this.scenes)i.element.modelIsVisible===e&&t.push(i);return t}get isPresenting(){return this.arRenderer.isPresenting}preRender(t,e,i){const{element:n,exposure:s}=t;n[iy](e,i);const r="number"==typeof s&&!Number.isNaN(s);this.threeRenderer.toneMappingExposure=r?s:1}render(t,e){if(null!=e)return void this.arRenderer.onWebXRFrame(t,e);const i=t-this.lastTick;if(this.lastTick=t,!this.canRender||this.isPresenting)return;this.countVisibleScenes(),this.updateRendererSize(),this.renderedLastFrame&&(this.updateRendererScale(i),this.renderedLastFrame=!1);const{canvas3D:n}=this;for(const e of this.orderedScenes()){const{element:s}=e;if(!s.loaded||!s.modelIsVisible&&e.renderCount>0)continue;if(this.preRender(e,t,i),!this.shouldRender(e))continue;if(null!=e.externalRenderer){const t=e.getCamera();t.updateMatrix();const{matrix:i,projectionMatrix:n}=t,s=i.elements.slice(),r=e.getTarget();s[12]+=r.x,s[13]+=r.y,s[14]+=r.z,e.externalRenderer.render({viewMatrix:s,projectionMatrix:n.elements});continue}if(!s.modelIsVisible&&!this.multipleScenesVisible)for(const t of this.scenes)t.element.modelIsVisible&&t.queueRender();const{width:r,height:a}=this.sceneSize(e);e.renderShadow(this.threeRenderer),this.threeRenderer.setRenderTarget(null),this.threeRenderer.setViewport(0,Math.ceil(this.height*this.dpr)-a,r,a),this.threeRenderer.render(e,e.camera),this.multipleScenesVisible||!e.element.modelIsVisible&&0===e.renderCount?this.copyPixels(e,r,a):n.parentElement!==e.canvas.parentElement&&(e.canvas.parentElement.appendChild(n),e.canvas.classList.remove("show")),e.hasRendered(),++e.renderCount,this.renderedLastFrame=!0}}dispose(){null!=this.textureUtils&&this.textureUtils.dispose(),null!=this.threeRenderer&&this.threeRenderer.dispose(),this.textureUtils=null,this.threeRenderer=null;const t=[];for(const e of this.scenes)t.push(e.element);return this.canvas3D.removeEventListener("webglcontextlost",this.onWebGLContextLost),this.canvas3D.removeEventListener("webglcontextrestored",this.onWebGLContextRestored),t}}yg._singleton=new yg({powerPreference:(self.ModelViewerElement||{}).powerPreference||vg,debug:Nc()}); +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const xg=Symbol("correlatedObjects"),_g=Symbol("sourceObject"),Eg=Symbol("onUpdate");class wg{constructor(t,e,i=null){this[Eg]=t,this[_g]=e,this[xg]=i}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const Cg=new Nn,bg=new Qs(2,2);let Ig=0;const Sg=Symbol("threeTexture");class Mg extends wg{get[Sg](){var t;return console.assert(null!=this[xg]&&this[xg].size>0,"Image correlated object is undefined"),null===(t=this[xg])||void 0===t?void 0:t.values().next().value}constructor(t,e,i){super(t,i=null!=i?i:{name:e&&e.image&&e.image.src?e.image.src.split("/").pop():"adhoc_image",uri:e&&e.image&&e.image.src?e.image.src:"adhoc_image"+Ig++},new Set(e?[e]:[]))}get name(){return this[_g].name||""}get uri(){return this[_g].uri}get bufferView(){return this[_g].bufferView}get element(){const t=this[Sg];if(t&&(t.isCanvasTexture||t.isVideoTexture))return t.image}get animation(){const t=this[Sg];if(t&&t.isCanvasTexture&&t.animation)return t.animation}get type(){return null!=this.uri?"external":"embedded"}set name(t){this[_g].name=t}update(){const t=this[Sg];t&&t.isCanvasTexture&&!t.animation&&(this[Sg].needsUpdate=!0,this[Eg]())}async createThumbnail(t,e){const i=new mo;Cg.map=this[Sg];const n=new us(bg,Cg);i.add(n);const s=new Ws(-1,1,1,-1,0,1),{threeRenderer:r}=yg.singleton,a=new fi(t,e);r.setRenderTarget(a),r.render(i,s),r.setRenderTarget(null);const o=new Uint8Array(t*e*4);r.readRenderTargetPixels(a,0,0,t,e,o),Tv.width=t,Tv.height=e;const l=Tv.getContext("2d"),h=l.createImageData(t,e);return h.data.set(o),l.putImageData(h,0,0),new Promise((async(t,e)=>{Tv.toBlob((i=>{if(!i)return e("Failed to capture thumbnail.");t(URL.createObjectURL(i))}),"image/png")}))}}var Bg,Tg;!function(t){t[t.Nearest=9728]="Nearest",t[t.Linear=9729]="Linear",t[t.NearestMipmapNearest=9984]="NearestMipmapNearest",t[t.LinearMipmapNearest=9985]="LinearMipmapNearest",t[t.NearestMipmapLinear=9986]="NearestMipmapLinear",t[t.LinearMipmapLinear=9987]="LinearMipmapLinear"}(Bg||(Bg={})),function(t){t[t.ClampToEdge=33071]="ClampToEdge",t[t.MirroredRepeat=33648]="MirroredRepeat",t[t.Repeat=10497]="Repeat"}(Tg||(Tg={})); +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const Rg=(()=>{const t=[Bg.Nearest,Bg.Linear,Bg.NearestMipmapNearest,Bg.LinearMipmapLinear,Bg.NearestMipmapLinear,Bg.LinearMipmapLinear];return e=>t.indexOf(e)>-1})(),Dg=(()=>{const t=[Bg.Nearest,Bg.Linear];return e=>t.indexOf(e)>-1})(),Lg=(()=>{const t=[Tg.ClampToEdge,Tg.MirroredRepeat,Tg.Repeat];return e=>t.indexOf(e)>-1})(),Qg=Symbol("threeTextures"),Pg=Symbol("setProperty"),Fg=Symbol("sourceSampler");class Ng extends wg{get[Qg](){return console.assert(null!=this[xg]&&this[xg].size>0,"Sampler correlated object is undefined"),this[xg]}get[Fg](){return console.assert(null!=this[_g],"Sampler source is undefined"),this[_g]}constructor(t,e,i){null==(i=null!=i?i:{}).minFilter&&(i.minFilter=e?e.minFilter:Bg.LinearMipmapLinear),null==i.magFilter&&(i.magFilter=e?e.magFilter:Bg.Linear),null==i.wrapS&&(i.wrapS=e?e.wrapS:Tg.Repeat),null==i.wrapT&&(i.wrapT=e?e.wrapT:Tg.Repeat),super(t,i,new Set(e?[e]:[]))}get name(){return this[_g].name||""}get minFilter(){return this[Fg].minFilter}get magFilter(){return this[Fg].magFilter}get wrapS(){return this[Fg].wrapS}get wrapT(){return this[Fg].wrapT}setMinFilter(t){this[Pg]("minFilter",t)}setMagFilter(t){this[Pg]("magFilter",t)}setWrapS(t){this[Pg]("wrapS",t)}setWrapT(t){this[Pg]("wrapT",t)}[Pg](t,e){const i=this[Fg];if(null!=i){if(((t,e)=>{switch(t){case"minFilter":return Rg(e);case"magFilter":return Dg(e);case"wrapS":case"wrapT":return Lg(e);default:throw new Error(`Cannot configure property "${t}" on Sampler`)}})(t,e)){i[t]=e;for(const i of this[Qg])i[t]=e,i.needsUpdate=!0}this[Eg]()}}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const Ug=Symbol("image"),kg=Symbol("sampler");class Og extends wg{constructor(t,e,i=null,n=null,s=null){super(t,i||{},new Set(e?[e]:[])),this[kg]=new Ng(t,e,n),this[Ug]=new Mg(t,e,s)}get name(){return this[_g].name||""}set name(t){this[_g].name=t}get sampler(){return this[kg]}get source(){return this[Ug]}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var Gg,zg,Hg;const Vg=Symbol("texture"),Wg=Symbol("transform"),qg=Symbol("materials"),jg=Symbol("usage"),Yg=Symbol("onUpdate"),Jg=Symbol("activeVideo");var Xg;!function(t){t[t.Base=0]="Base",t[t.MetallicRoughness=1]="MetallicRoughness",t[t.Normal=2]="Normal",t[t.Occlusion=3]="Occlusion",t[t.Emissive=4]="Emissive"}(Xg||(Xg={}));class Kg{constructor(t,e,i,n,s,r){if(this[Gg]=null,this[zg]={rotation:0,scale:new Ye(1,1),offset:new Ye(0,0)},this[Hg]=!1,r&&i){const e=s.textures?s.textures[r.index]:null,n=e&&s.samplers?s.samplers[e.sampler]:null,a=e&&s.images?s.images[e.source]:null;this[Wg].rotation=i.rotation,this[Wg].scale.copy(i.repeat),this[Wg].offset.copy(i.offset),this[Vg]=new Og(t,i,e,n,a)}this[Yg]=t,this[qg]=n,this[jg]=e}get texture(){return this[Vg]}setTexture(t){var e,i;const n=null!=t?t.source[Sg]:null,s=null===(e=this[Vg])||void 0===e?void 0:e.source[Sg];if(null!=s&&s.isVideoTexture?this[Jg]=!1:(null===(i=this[Vg])||void 0===i?void 0:i.source.animation)&&this[Vg].source.animation.removeEventListener("enterFrame",this[Yg]),this[Vg]=t,null!=n&&n.isVideoTexture){const t=n.image;if(this[Jg]=!0,null!=t.requestVideoFrameCallback){const e=()=>{this[Jg]&&(this[Yg](),t.requestVideoFrameCallback(e))};t.requestVideoFrameCallback(e)}else{const t=()=>{this[Jg]&&(this[Yg](),requestAnimationFrame(t))};requestAnimationFrame(t)}}else null!=(null==t?void 0:t.source.animation)&&t.source.animation.addEventListener("enterFrame",this[Yg]);let r=we;if(this[qg])for(const t of this[qg]){switch(this[jg]){case Xg.Base:t.map=n;break;case Xg.MetallicRoughness:r=Ee,t.metalnessMap=n,t.roughnessMap=n;break;case Xg.Normal:r=Ee,t.normalMap=n;break;case Xg.Occlusion:r=Ee,t.aoMap=n;break;case Xg.Emissive:t.emissiveMap=n}t.needsUpdate=!0}n&&(n.encoding=r,n.rotation=this[Wg].rotation,n.repeat=this[Wg].scale,n.offset=this[Wg].offset),this[Yg]()}}Gg=Vg,zg=Wg,Hg=Jg; +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $g=Symbol("threeMaterials"),Zg=Symbol("baseColorTexture"),tf=Symbol("metallicRoughnessTexture");class ef extends wg{constructor(t,e,i,n){super(t,i,n),null==i.baseColorFactor&&(i.baseColorFactor=[1,1,1,1]),null==i.roughnessFactor&&(i.roughnessFactor=1),null==i.metallicFactor&&(i.metallicFactor=1);const{baseColorTexture:s,metallicRoughnessTexture:r}=i,{map:a,metalnessMap:o}=n.values().next().value;this[Zg]=new Kg(t,Xg.Base,a,n,e,s||null),this[tf]=new Kg(t,Xg.MetallicRoughness,o,n,e,r||null)}get[$g](){return this[xg]}get baseColorFactor(){return this[_g].baseColorFactor}get metallicFactor(){return this[_g].metallicFactor}get roughnessFactor(){return this[_g].roughnessFactor}get baseColorTexture(){return this[Zg]}get metallicRoughnessTexture(){return this[tf]}setBaseColorFactor(t){const e=new hi;t instanceof Array?e.fromArray(t):e.set(t).convertSRGBToLinear();for(const i of this[$g])i.color.set(e),t instanceof Array?i.opacity=t[3]:(t=[0,0,0,i.opacity],e.toArray(t));this[_g].baseColorFactor=t,this[Eg]()}setMetallicFactor(t){for(const e of this[$g])e.metalness=t;this[_g].metallicFactor=t,this[Eg]()}setRoughnessFactor(t){for(const e of this[$g])e.roughness=t;this[_g].roughnessFactor=t,this[Eg]()}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var nf;const sf=Symbol("pbrMetallicRoughness"),rf=Symbol("normalTexture"),af=Symbol("occlusionTexture"),of=Symbol("emissiveTexture"),lf=Symbol("backingThreeMaterial"),hf=Symbol("applyAlphaCutoff"),cf=Symbol("lazyLoadGLTFInfo"),uf=Symbol("initialize"),df=Symbol("getLoadedMaterial"),Af=Symbol("ensureMaterialIsLoaded"),pf=Symbol("gltfIndex"),mf=Symbol("setActive"),gf=Symbol("variantIndices"),ff=Symbol("isActive"),vf=Symbol("variantSet"),yf=Symbol("modelVariants");class xf extends wg{constructor(t,e,i,n,s,r,a,o){super(t,i,a),this[nf]=new Set,this[pf]=n,this[ff]=s,this[yf]=r,null==o?this[uf](e):this[cf]=o}get[(nf=vf,lf)](){return this[xg].values().next().value}[uf](t){const e=this[Eg],i=this[_g],n=this[xg];i.extensions&&i.extensions.KHR_materials_pbrSpecularGlossiness&&console.warn(`Material ${i.name} uses a deprecated extension\n "KHR_materials_pbrSpecularGlossiness", please use\n "pbrMetallicRoughness" instead. Specular Glossiness materials are\n no longer supported; to convert to metal-rough, see \n https://www.donmccurdy.com/2022/11/28/converting-gltf-pbr-materials-from-specgloss-to-metalrough/.`),null==i.pbrMetallicRoughness&&(i.pbrMetallicRoughness={}),this[sf]=new ef(e,t,i.pbrMetallicRoughness,n),null==i.emissiveFactor&&(i.emissiveFactor=[0,0,0]),null==i.doubleSided&&(i.doubleSided=!1),null==i.alphaMode&&(i.alphaMode="OPAQUE"),null==i.alphaCutoff&&(i.alphaCutoff=.5);const{normalTexture:s,occlusionTexture:r,emissiveTexture:a}=i,{normalMap:o,aoMap:l,emissiveMap:h}=n.values().next().value;this[rf]=new Kg(e,Xg.Normal,o,n,t,s||null),this[af]=new Kg(e,Xg.Occlusion,l,n,t,r||null),this[of]=new Kg(e,Xg.Emissive,h,n,t,a||null)}async[df](){if(null!=this[cf]){const{set:t,material:e}=await this[cf].doLazyLoad();return this[xg]=t,this[uf](this[cf].gltf),this[cf]=void 0,this.ensureLoaded=async()=>{},e}return this[xg].values().next().value}[Af](){if(null!=this[cf])throw new Error(`Material "${this.name}" has not been loaded, call 'await\n myMaterial.ensureLoaded()' before using an unloaded material.`)}async ensureLoaded(){await this[df]()}get isLoaded(){return null==this[cf]}get isActive(){return this[ff]}[mf](t){this[ff]=t}get name(){return this[_g].name}set name(t){const e=this[_g];if(null!=e&&(e.name=t),null!=this[xg])for(const e of this[xg])e.name=t}get pbrMetallicRoughness(){return this[Af](),this[sf]}get normalTexture(){return this[Af](),this[rf]}get occlusionTexture(){return this[Af](),this[af]}get emissiveTexture(){return this[Af](),this[of]}get emissiveFactor(){return this[Af](),this[_g].emissiveFactor}get index(){return this[pf]}[gf](){return this[vf]}hasVariant(t){const e=this[yf].get(t);return null!=e&&this[vf].has(e.index)}setEmissiveFactor(t){this[Af]();const e=new hi;t instanceof Array?e.fromArray(t):e.set(t).convertSRGBToLinear();for(const t of this[xg])t.emissive.set(e);this[_g].emissiveFactor=e.toArray(),this[Eg]()}[hf](){this[Af]();const t=this[_g];for(const e of this[xg])"MASK"===this[_g].alphaMode?e.alphaTest=t.alphaCutoff:e.alphaTest=void 0,e.needsUpdate=!0}setAlphaCutoff(t){this[Af](),this[_g].alphaCutoff=t,this[hf](),this[Eg]()}getAlphaCutoff(){return this[Af](),this[_g].alphaCutoff}setDoubleSided(t){this[Af]();for(const e of this[xg])e.side=t?d:c,e.needsUpdate=!0;this[_g].doubleSided=t,this[Eg]()}getDoubleSided(){return this[Af](),this[_g].doubleSided}setAlphaMode(t){this[Af]();const e=(t,e)=>{t.transparent=e,t.depthWrite=!e};this[_g].alphaMode=t;for(const i of this[xg])e(i,"BLEND"===t),this[hf](),i.needsUpdate=!0;this[Eg]()}getAlphaMode(){return this[Af](),this[_g].alphaMode}}class _f{constructor(t){this.name="",this.children=new Array,this.name=t}}class Ef extends _f{constructor(t,e,i,n){super(t.name),this.materials=new Map,this.variantToMaterialMap=new Map,this.initialMaterialIdx=0,this.activeMaterialIdx=0,this.mesh=t;const{gltf:s,threeGLTF:r,threeObjectMap:a}=n;this.modelVariants=i,this.mesh.userData.variantData=i;const o=a.get(t.material);null!=o.materials?this.initialMaterialIdx=this.activeMaterialIdx=o.materials:console.error(`Primitive (${t.name}) missing initial material reference.`);const l=t.userData.associations||{};if(null==l.meshes)return void console.error("Mesh is missing primitive index association");const h=((s.meshes||[])[l.meshes].primitives||[])[l.primitives];if(null!=h){if(null!=h.material)this.materials.set(h.material,e[h.material]);else{const t=e.findIndex((t=>"Default"===t.name));t>=0?this.materials.set(t,e[t]):console.warn("gltfPrimitive has no material!")}if(h.extensions&&h.extensions.KHR_materials_variants){const t=h.extensions.KHR_materials_variants,n=r.parser.json.extensions.KHR_materials_variants.variants;for(const s of t.mappings){const t=e[s.material];this.materials.set(s.material,t);for(const e of s.variants){const{name:s}=n[e];this.variantToMaterialMap.set(e,t),t[gf]().add(e),i.has(s)||i.set(s,{name:s,index:e})}}}}else console.error("Mesh primitive definition is missing.")}async setActiveMaterial(t){const e=this.materials.get(t);return null!=e&&(this.mesh.material=await e[df](),this.activeMaterialIdx=t),this.mesh.material}getActiveMaterial(){return this.materials.get(this.activeMaterialIdx)}getMaterial(t){return this.materials.get(t)}async enableVariant(t){if(null==t)return this.setActiveMaterial(this.initialMaterialIdx);if(null!=this.variantToMaterialMap&&this.modelVariants.has(t)){const e=this.modelVariants.get(t);return this.enableVariantHelper(e.index)}return null}async enableVariantHelper(t){if(null!=this.variantToMaterialMap&&null!=t){const e=this.variantToMaterialMap.get(t);if(null!=e)return this.setActiveMaterial(e.index)}return null}async instantiateVariants(){if(null!=this.variantToMaterialMap)for(const t of this.variantToMaterialMap.keys()){const e=this.mesh.userData.variantMaterials.get(t);if(null!=e.material)continue;const i=await this.enableVariantHelper(t);null!=i&&(e.material=i)}}get variantInfo(){return this.variantToMaterialMap}addVariant(t,e){if(!this.ensureVariantIsUnused(e))return!1;this.modelVariants.has(e)||this.modelVariants.set(e,{name:e,index:this.modelVariants.size});const i=this.modelVariants.get(e).index;return t[gf]().add(i),this.variantToMaterialMap.set(i,t),this.materials.set(t.index,t),this.updateVariantUserData(i,t),!0}deleteVariant(t){if(this.variantInfo.has(t)){this.variantInfo.delete(t);const e=this.mesh.userData.variantMaterials;null!=e&&e.delete(t)}}updateVariantUserData(t,e){e[gf]().add(t),this.mesh.userData.variantData=this.modelVariants,this.mesh.userData.variantMaterials=this.mesh.userData.variantMaterials||new Map;this.mesh.userData.variantMaterials.set(t,{material:e[xg].values().next().value,gltfMaterialIndex:e.index})}ensureVariantIsUnused(t){const e=this.modelVariants.get(t);return null==e||!this.variantInfo.has(e.index)||(console.warn(`Primitive cannot add variant '${t}' for this material, it already exists.`),!1)}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var wf,Cf,bf,If,Sf,Mf;const Bf=Symbol("materials"),Tf=Symbol("hierarchy"),Rf=Symbol("roots"),Df=Symbol("primitives"),Lf=Symbol("correlatedSceneGraph"),Qf=Symbol("prepareVariantsForExport"),Pf=Symbol("switchVariant"),Ff=Symbol("materialFromPoint"),Nf=Symbol("nodeFromPoint"),Uf=Symbol("nodeFromIndex"),kf=Symbol("variantData"),Of=Symbol("availableVariants"),Gf=Symbol("modelOnUpdate"),zf=Symbol("cloneMaterial");class Hf{constructor(t,e,i,n){this.gltf=t,this.gltfElementMap=e,this.mapKey=i,this.doLazyLoad=n}}class Vf{constructor(t,e=(()=>{})){this[wf]=new Array,this[Cf]=new Array,this[bf]=new Array,this[If]=new Array,this[Sf]=()=>{},this[Mf]=new Map,this[Gf]=e,this[Lf]=t;const{gltf:i,threeGLTF:n,gltfElementMap:s}=t;for(const[t,r]of i.materials.entries()){const a=s.get(r);if(null!=a)this[Bf].push(new xf(e,i,r,t,!0,this[kf],a));else{const r=(i.materials||[])[t],o=t,l=async()=>{const t=await n.parser.getDependency("material",o),e=new Set;return s.set(r,e),e.add(t),{set:e,material:t}};this[Bf].push(new xf(e,i,r,t,!1,this[kf],a,new Hf(i,s,r,l)))}}const r=new Map,a=new Array;for(const t of n.scene.children)a.push(t);for(;a.length>0;){const e=a.pop();let i=null;e instanceof us?(i=new Ef(e,this.materials,this[kf],t),this[Df].push(i)):i=new _f(e.name);const n=r.get(e);null!=n?n.children.push(i):this[Rf].push(i),this[Tf].push(i);for(const t of e.children)a.push(t),r.set(e,i)}}get materials(){return this[Bf]}[(wf=Bf,Cf=Tf,bf=Rf,If=Df,Sf=Gf,Mf=kf,Of)](){const t=Array.from(this[kf].values());return t.sort(((t,e)=>t.index-e.index)),t.map((t=>t.name))}getMaterialByName(t){const e=this[Bf].filter((e=>e.name===t));return e.length>0?e[0]:null}[Uf](t,e){const i=this[Tf].find((i=>{if(i instanceof Ef){const{meshes:n,primitives:s}=i.mesh.userData.associations;if(n==t&&s==e)return!0}return!1}));return null==i?null:i}[Nf](t){return this[Tf].find((e=>{if(e instanceof Ef){if(e.mesh===t.object)return!0}return!1}))}[Ff](t){return this[Nf](t).getActiveMaterial()}async[Pf](t){for(const e of this[Df])await e.enableVariant(t);for(const t of this.materials)t[mf](!1);for(const t of this[Df])this.materials[t.getActiveMaterial().index][mf](!0)}async[Qf](){const t=new Array;for(const e of this[Df])t.push(e.instantiateVariants());await Promise.all(t)}[zf](t,e){const i=this.materials[t];i.isLoaded||console.error("Cloning an unloaded material,\n call 'material.ensureLoaded() before cloning the material.");const n=i[xg],s=JSON.parse(JSON.stringify(i[_g]));s.name=e;this[Lf].gltf.materials.push(s);const r=new Set;for(const[t,i]of n.entries()){const s=i.clone();s.name=e+(n.size>1?"_inst"+t:""),r.add(s)}const a=new xf(this[Gf],this[Lf].gltf,s,this[Bf].length,!1,this[kf],r);return this[Bf].push(a),a}createMaterialInstanceForVariant(t,e,i,n=!0){let s=null;for(const n of this[Df]){const r=this[kf].get(i);null!=r&&n.variantInfo.has(r.index)||null!=n.getMaterial(t)&&(this.hasVariant(i)||this.createVariant(i),null==s&&(s=this[zf](t,e)),n.addVariant(s,i))}if(n&&null!=s){s[mf](!0),this.materials[t][mf](!1);for(const t of this[Df])t.enableVariant(i)}return s}createVariant(t){this[kf].has(t)?console.warn(`Variant '${t}'' already exists`):this[kf].set(t,{name:t,index:this[kf].size})}hasVariant(t){return this[kf].has(t)}setMaterialToVariant(t,e){if(null!=this[Of]().find((t=>t===e)))if(t<0||t>=this.materials.length)console.error("setMaterialToVariant(): materialIndex is out of bounds.");else for(const i of this[Df]){const n=i.getMaterial(t);null!=n&&i.addVariant(n,e)}else console.warn(`Can't add material to '${e}', the variant does not exist.'`)}updateVariantName(t,e){const i=this[kf].get(t);null!=i&&(i.name=e,this[kf].set(e,i),this[kf].delete(t))}deleteVariant(t){const e=this[kf].get(t);if(null!=e){for(const i of this.materials)i.hasVariant(t)&&i[vf].delete(e.index);for(const t of this[Df])t.deleteVariant(e.index);this[kf].delete(t)}}} +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var Wf=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const qf=Symbol("currentGLTF"),jf=Symbol("originalGltfJson"),Yf=Symbol("model"),Jf=Symbol("getOnUpdateMethod"),Xf=Symbol("buildTexture"),Kf=new _i,$f=new _i,Zf=new _i,tv=new Je,ev=new Qn,iv=new xi;class nv extends Rd{constructor(t){super(document.createElement("div")),this.normal=new _i(0,1,0),this.initialized=!1,this.referenceCount=1,this.pivot=document.createElement("div"),this.slot=document.createElement("slot"),this.element.classList.add("annotation-wrapper"),this.slot.name=t.name,this.element.appendChild(this.pivot),this.pivot.appendChild(this.slot),this.updatePosition(t.position),this.updateNormal(t.normal),this.surface=t.surface}get facingCamera(){return!this.element.classList.contains("hide")}show(){this.facingCamera&&this.initialized||this.updateVisibility(!0)}hide(){!this.facingCamera&&this.initialized||this.updateVisibility(!1)}increment(){this.referenceCount++}decrement(){return this.referenceCount>0&&--this.referenceCount,0===this.referenceCount}updatePosition(t){if(null==t)return;const e=PA(t)[0].terms;for(let t=0;t<3;++t)this.position.setComponent(t,qA(e[t]).number);this.updateMatrixWorld()}updateNormal(t){if(null==t)return;const e=PA(t)[0].terms;for(let t=0;t<3;++t)this.normal.setComponent(t,e[t].number)}updateSurface(t){if(!t&&this.initialized)return;const{mesh:e,tri:i,bary:n}=this;if(null==e||null==i||null==n)return;e.getVertexPosition(i.x,Kf),e.getVertexPosition(i.y,$f),e.getVertexPosition(i.z,Zf),Kf.toArray(tv.elements,0),$f.toArray(tv.elements,3),Zf.toArray(tv.elements,6),this.position.copy(n).applyMatrix3(tv);const s=this.parent;s.worldToLocal(e.localToWorld(this.position)),ev.set(Kf,$f,Zf),ev.getNormal(this.normal).transformDirection(e.matrixWorld);const r=s.parent;iv.setFromAxisAngle(Kf.set(0,1,0),-r.yaw),this.normal.applyQuaternion(iv)}orient(t){this.pivot.style.transform=`rotate(${t}rad)`}updateVisibility(t){t?this.element.classList.remove("hide"):this.element.classList.add("hide"),this.slot.assignedNodes().forEach((e=>{if(e.nodeType!==Node.ELEMENT_NODE)return;const i=e,n=i.dataset.visibilityAttribute;if(null!=n){const e=`data-${n}`;t?i.setAttribute(e,""):i.removeAttribute(e)}i.dispatchEvent(new CustomEvent("hotspot-visibility",{detail:{visible:t}}))})),this.initialized=!0}}const sv={uniforms:{tDiffuse:{value:null},h:{value:1/512}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float h;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 sum = vec4( 0.0 );\n\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;\n\n\t\t\tgl_FragColor = sum;\n\n\t\t}"},rv={uniforms:{tDiffuse:{value:null},v:{value:1/512}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float v;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 sum = vec4( 0.0 );\n\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;\n\n\t\t\tgl_FragColor = sum;\n\n\t\t}"};function av(t,e,i){return(1-i)*t+i*e} +/* @license + * Copyright 2022 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */class ov extends wn{constructor(t,e,i){super(),this.camera=new Ws,this.renderTarget=null,this.renderTargetBlur=null,this.depthMaterial=new Ka,this.horizontalBlurMaterial=new vs(sv),this.verticalBlurMaterial=new vs(rv),this.intensity=0,this.softness=1,this.boundingBox=new Ci,this.size=new _i,this.maxDimension=0,this.isAnimated=!1,this.needsUpdate=!1;const{camera:n}=this;n.rotation.x=Math.PI/2,n.left=-.5,n.right=.5,n.bottom=-.5,n.top=.5,this.add(n);const s=new Qs,r=new Nn({opacity:1,transparent:!0,side:u});this.floor=new us(s,r),this.floor.userData.shadow=!0,n.add(this.floor),this.blurPlane=new us(s),this.blurPlane.visible=!1,n.add(this.blurPlane),t.target.add(this),this.depthMaterial.onBeforeCompile=function(t){t.fragmentShader=t.fragmentShader.replace("gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );","gl_FragColor = vec4( vec3( 0.0 ), ( 1.0 - fragCoordZ ) * opacity );")},this.horizontalBlurMaterial.depthTest=!1,this.verticalBlurMaterial.depthTest=!1,this.setScene(t,e,i)}setScene(t,e,i){const{boundingBox:n,size:s,rotation:r,position:a}=this;if(this.isAnimated=t.animationNames.length>0,this.boundingBox.copy(t.boundingBox),this.size.copy(t.size),this.maxDimension=Math.max(s.x,s.y,s.z)*(this.isAnimated?2:1),this.boundingBox.getCenter(a),"back"===i){const{min:t,max:e}=n;[t.y,t.z]=[t.z,t.y],[e.y,e.z]=[e.z,e.y],[s.y,s.z]=[s.z,s.y],r.x=Math.PI/2,r.y=Math.PI}else r.x=0,r.y=0;if(this.isAnimated){const t=n.min.y,e=n.max.y;s.y=this.maxDimension,n.expandByVector(s.subScalar(this.maxDimension).multiplyScalar(-.5)),n.min.y=t,n.max.y=e,s.set(this.maxDimension,e-t,this.maxDimension)}"bottom"===i?a.y=n.min.y:a.z=n.min.y,this.setSoftness(e)}setSoftness(t){this.softness=t;const{size:e,camera:i}=this,n=this.isAnimated?2:1,s=n*Math.pow(2,9-3*t);this.setMapSize(s);const r=e.y/2,a=e.y*n;i.near=0,i.far=av(a,r,t),this.depthMaterial.opacity=1/t,i.updateProjectionMatrix(),this.setIntensity(this.intensity),this.setOffset(0)}setMapSize(t){const{size:e}=this;this.isAnimated&&(t*=2);const i=Math.floor(e.x>e.z?t:t*e.x/e.z),n=Math.floor(e.x>e.z?t*e.z/e.x:t),s=10+i,r=10+n;if(null==this.renderTarget||this.renderTarget.width===s&&this.renderTarget.height===r||(this.renderTarget.dispose(),this.renderTarget=null,this.renderTargetBlur.dispose(),this.renderTargetBlur=null),null==this.renderTarget){const t={format:Ct};this.renderTarget=new fi(s,r,t),this.renderTargetBlur=new fi(s,r,t),this.floor.material.map=this.renderTarget.texture}this.camera.scale.set(e.x*(1+10/i),e.z*(1+10/n),1),this.needsUpdate=!0}setIntensity(t){this.intensity=t,t>0?(this.visible=!0,this.floor.visible=!0,this.floor.material.opacity=t*av(.3,1,this.softness*this.softness)):(this.visible=!1,this.floor.visible=!1)}getIntensity(){return this.intensity}setOffset(t){this.floor.position.z=-t+.001*this.maxDimension}render(t,e){e.overrideMaterial=this.depthMaterial;const i=t.getClearAlpha();t.setClearAlpha(0),this.floor.visible=!1;const n=t.xr.enabled;t.xr.enabled=!1;const s=t.getRenderTarget();t.setRenderTarget(this.renderTarget),t.render(e,this.camera),e.overrideMaterial=null,this.floor.visible=!0,this.blurShadow(t),t.xr.enabled=n,t.setRenderTarget(s),t.setClearAlpha(i)}blurShadow(t){const{camera:e,horizontalBlurMaterial:i,verticalBlurMaterial:n,renderTarget:s,renderTargetBlur:r,blurPlane:a}=this;a.visible=!0,a.material=i,i.uniforms.h.value=1/this.renderTarget.width,i.uniforms.tDiffuse.value=this.renderTarget.texture,t.setRenderTarget(r),t.render(a,e),a.material=n,n.uniforms.v.value=1/this.renderTarget.height,n.uniforms.tDiffuse.value=this.renderTargetBlur.texture,t.setRenderTarget(s),t.render(a,e),a.visible=!1}dispose(){null!=this.renderTarget&&this.renderTarget.dispose(),null!=this.renderTargetBlur&&this.renderTargetBlur.dispose(),this.depthMaterial.dispose(),this.horizontalBlurMaterial.dispose(),this.verticalBlurMaterial.dispose(),this.floor.material.dispose(),this.floor.geometry.dispose(),this.blurPlane.geometry.dispose(),this.removeFromParent()}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */const lv=new _i,hv=new _i,cv=new _i,uv=new class{constructor(t,e,i=0,n=1/0){this.ray=new Xi(t,e),this.near=i,this.far=n,this.camera=null,this.layers=new hn,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}}}set(t,e){this.ray.set(t,e)}setFromCamera(t,e){e.isPerspectiveCamera?(this.ray.origin.setFromMatrixPosition(e.matrixWorld),this.ray.direction.set(t.x,t.y,.5).unproject(e).sub(this.ray.origin).normalize(),this.camera=e):e.isOrthographicCamera?(this.ray.origin.set(t.x,t.y,(e.near+e.far)/(e.near-e.far)).unproject(e),this.ray.direction.set(0,0,-1).transformDirection(e.matrixWorld),this.camera=e):console.error("THREE.Raycaster: Unsupported camera type: "+e.type)}intersectObject(t,e=!0,i=[]){return Ah(t,this,i,e),i.sort(dh),i}intersectObjects(t,e=!0,i=[]){for(let n=0,s=t.length;n{})){if(!t||t===this.url)return void e(1);if(this.reset(),this.url=t,null!=this.externalRenderer){const t=await this.externalRenderer.load(e);return this.boundingSphere.radius=t.framedRadius,void(this.idealAspect=t.fieldOfViewAspect)}let i;null!=this.cancelPendingSourceChange&&(this.cancelPendingSourceChange(),this.cancelPendingSourceChange=null);try{i=await new Promise((async(i,n)=>{this.cancelPendingSourceChange=()=>n();try{i(await this.element[ry].loader.load(t,this.element,e))}catch(t){n(t)}}))}catch(t){if(null==t)return;throw t}this.cancelPendingSourceChange=null,this.reset(),this.url=t,this._currentGLTF=i,null!=i&&(this._model=i.scene,this.target.add(i.scene));const{animations:n}=i,s=new Map,r=[];for(const t of n)s.set(t.name,t),r.push(t.name);this.animations=n,this.animationsByName=s,this.animationNames=r,await this.setupScene()}async setupScene(){this.applyTransform(),this.updateBoundingBox(),await this.updateFraming(),this.updateShadow(),this.setShadowIntensity(this.shadowIntensity)}reset(){this.url=null,this.renderCount=0,this.queueRender(),null!=this.shadow&&this.shadow.setIntensity(0),this.bakedShadows.clear();const{_model:t}=this;null!=t&&(t.removeFromParent(),this._model=null);const e=this._currentGLTF;null!=e&&(e.dispose(),this._currentGLTF=null),null!=this.currentAnimationAction&&(this.currentAnimationAction.stop(),this.currentAnimationAction=null),this.mixer.stopAllAction(),this.mixer.uncacheRoot(this)}dispose(){this.reset(),null!=this.shadow&&(this.shadow.dispose(),this.shadow=null),this.element[qf]=null,this.element[jf]=null,this.element[Yf]=null}get currentGLTF(){return this._currentGLTF}setSize(t,e){if(this.width!==t||this.height!==e){if(this.width=Math.max(t,1),this.height=Math.max(e,1),this.annotationRenderer.setSize(t,e),this.aspect=this.width/this.height,null!=this.externalRenderer){const i=Fc();this.externalRenderer.resize(t*i,e*i)}this.queueRender()}}markBakedShadow(t){t.userData.shadow=!0,this.bakedShadows.add(t)}unmarkBakedShadow(t){t.userData.shadow=!1,t.visible=!0,this.bakedShadows.delete(t),this.boundingBox.expandByObject(t)}findBakedShadows(t){const e=new Ci;t.traverse((t=>{const i=t;if(!i.isMesh)return;if(!i.material.transparent)return;e.setFromObject(i);const n=e.getSize(dv),s=Math.min(n.x,n.y,n.z);Math.max(n.x,n.y,n.z)<100*s||this.markBakedShadow(i)}))}checkBakedShadows(){const{min:t,max:e}=this.boundingBox,i=new Ci;this.boundingBox.getSize(this.size);for(const n of this.bakedShadows)i.setFromObject(n),i.min.y=e.x&&i.min.z<=t.z&&i.max.z>=e.z||i.min.z=e.x&&i.min.y<=t.y&&i.max.y>=e.y||this.unmarkBakedShadow(n)}applyTransform(){const{model:t}=this;if(null==t)return;const e=PA(this.element.orientation)[0].terms,i=qA(e[0]).number,n=qA(e[1]).number,s=qA(e[2]).number;t.quaternion.setFromEuler(new ln(n,s,i,"YXZ"));const r=PA(this.element.scale)[0].terms;t.scale.set(r[0].number,r[1].number,r[2].number)}updateBoundingBox(){const{model:t}=this;if(null==t)return;this.target.remove(t),this.findBakedShadows(t);const e=(t,e)=>t.expandByPoint(e);this.setBakedShadowVisibility(!1),this.boundingBox=Ud(t,e,new Ci),this.boundingBox.isEmpty()&&(this.setBakedShadowVisibility(!0),this.bakedShadows.forEach((t=>this.unmarkBakedShadow(t))),this.boundingBox=Ud(t,e,new Ci)),this.checkBakedShadows(),this.setBakedShadowVisibility(),this.boundingBox.getSize(this.size),this.target.add(t)}async updateFraming(){const{model:t}=this;if(null==t)return;this.target.remove(t),this.setBakedShadowVisibility(!1);const{center:e}=this.boundingSphere;this.element.requestUpdate("cameraTarget"),await this.element.updateComplete,e.copy(this.getTarget());this.boundingSphere.radius=Math.sqrt(Ud(t,((t,i)=>Math.max(t,e.distanceToSquared(i))),0));this.idealAspect=Ud(t,((t,i)=>{i.sub(e);const n=Math.sqrt(i.x*i.x+i.z*i.z);return Math.max(t,n/(this.idealCameraDistance()-Math.abs(i.y)))}),0)/Math.tan(this.framedFoVDeg/2*Math.PI/180),this.setBakedShadowVisibility(),this.target.add(t)}setBakedShadowVisibility(t=this.shadowIntensity<=0){for(const e of this.bakedShadows)e.visible=t}idealCameraDistance(){const t=this.framedFoVDeg/2*Math.PI/180;return this.boundingSphere.radius/Math.sin(t)}adjustedFoV(t){const e=Math.tan(t/2*Math.PI/180)*Math.max(1,this.idealAspect/this.aspect);return 2*Math.atan(e)*180/Math.PI}getNDC(t,e){if(null!=this.xrCamera)Av.set(t/window.screen.width,e/window.screen.height);else{const i=this.element.getBoundingClientRect();Av.set((t-i.x)/this.width,(e-i.y)/this.height)}return Av.multiplyScalar(2).subScalar(1),Av.y*=-1,Av}getSize(){return{width:this.width,height:this.height}}setEnvironmentAndSkybox(t,e){this.element[ry].arRenderer.presentedScene!==this&&(this.environment=t,this.background=e,this.queueRender())}setTarget(t,e,i){this.goalTarget.set(-t,-e,-i)}setTargetDamperDecayTime(t){this.targetDamperX.setDecayTime(t),this.targetDamperY.setDecayTime(t),this.targetDamperZ.setDecayTime(t)}getTarget(){return this.goalTarget.clone().multiplyScalar(-1)}jumpToGoal(){this.updateTarget(1e4)}updateTarget(t){const e=this.goalTarget,i=this.target.position;if(e.equals(i))return!1;{const n=this.boundingSphere.radius/10;let{x:s,y:r,z:a}=i;return s=this.targetDamperX.update(s,e.x,t,n),r=this.targetDamperY.update(r,e.y,t,n),a=this.targetDamperZ.update(a,e.z,t,n),this.target.position.set(s,r,a),this.target.updateMatrixWorld(),this.queueRender(),!0}}pointTowards(t,e){const{x:i,z:n}=this.position;this.yaw=Math.atan2(t-i,e-n)}get model(){return this._model}set yaw(t){this.rotation.y=t,this.queueRender()}get yaw(){return this.rotation.y}set animationTime(t){this.mixer.setTime(t),this.queueShadowRender()}get animationTime(){if(null!=this.currentAnimationAction){const t=Math.max(this.currentAnimationAction._loopCount,0);return this.currentAnimationAction.loop===ue&&1==(1&t)?this.duration-this.currentAnimationAction.time:this.currentAnimationAction.time}return 0}set animationTimeScale(t){this.mixer.timeScale=t}get animationTimeScale(){return this.mixer.timeScale}get duration(){return null!=this.currentAnimationAction&&this.currentAnimationAction.getClip()?this.currentAnimationAction.getClip().duration:0}get hasActiveAnimation(){return null!=this.currentAnimationAction}playAnimation(t=null,e=0,i=2201,n=1/0){if(null==this._currentGLTF)return;const{animations:s}=this;if(null==s||0===s.length)return void console.warn("Cannot play animation (model does not have any animations)");let r=null;if(null!=t&&(r=this.animationsByName.get(t),null==r)){const e=parseInt(t);!isNaN(e)&&e>=0&&e0&&this.animationTime==this.duration&&(this.animationTime=0)),s.setLoop(i,n),s.enabled=!0,s.clampWhenFinished=!0,s.play()}catch(t){console.error(t)}}stopAnimation(){this.currentAnimationAction=null,this.mixer.stopAllAction()}updateAnimation(t){this.mixer.update(t),this.queueShadowRender()}subscribeMixerEvent(t,e){this.mixer.addEventListener(t,e)}updateShadow(){const t=this.shadow;if(null!=t){const e="wall"===this.element.arPlacement?"back":"bottom";t.setScene(this,this.shadowSoftness,e),t.needsUpdate=!0}}renderShadow(t){const e=this.shadow;null!=e&&1==e.needsUpdate&&(e.render(t,this),e.needsUpdate=!1)}queueShadowRender(){null!=this.shadow&&(this.shadow.needsUpdate=!0)}setShadowIntensity(t){if(this.shadowIntensity=t,null!=this._currentGLTF&&(this.setBakedShadowVisibility(),!(t<=0&&null==this.shadow))){if(null==this.shadow){const t="wall"===this.element.arPlacement?"back":"bottom";this.shadow=new ov(this,this.shadowSoftness,t)}this.shadow.setIntensity(t)}}setShadowSoftness(t){this.shadowSoftness=t;const e=this.shadow;null!=e&&e.setSoftness(t)}setShadowOffset(t){const e=this.shadow;null!=e&&e.setOffset(t)}get raycaster(){return uv}hitFromPoint(t,e=this){this.raycaster.setFromCamera(t,this.getCamera());return this.raycaster.intersectObject(e,!0).find((t=>t.object.visible&&!t.object.userData.shadow))}positionAndNormalFromPoint(t,e=this){const i=this.hitFromPoint(t,e);return null==i||null==i.face?null:null==i.uv?{position:i.point,normal:i.face.normal,uv:null}:(i.face.normal.applyNormalMatrix((new Je).getNormalMatrix(i.object.matrixWorld)),{position:i.point,normal:i.face.normal,uv:i.uv})}surfaceFromPoint(t,e=this){const i=this.element.model;if(null==i)return null;const n=this.hitFromPoint(t,e);if(null==n||null==n.face)return null;const s=i[Nf](n),{meshes:r,primitives:a}=s.mesh.userData.associations,o=new _i,l=new _i,h=new _i,{a:c,b:u,c:d}=n.face,A=n.object;A.getVertexPosition(c,o),A.getVertexPosition(u,l),A.getVertexPosition(d,h);const p=new Qn(o,l,h),m=new _i;return p.getBarycoord(A.worldToLocal(n.point),m),`${r} ${a} ${c} ${u} ${d} ${m.x.toFixed(3)} ${m.y.toFixed(3)} ${m.z.toFixed(3)}`}addHotspot(t){this.target.add(t),this.annotationRenderer.domElement.appendChild(t.element)}removeHotspot(t){this.target.remove(t)}forHotspots(t){const{children:e}=this.target;for(let i=0,n=e.length;i=s||n.y>=s||n.z>=s)return void console.warn(t.surface+" vertex indices out of range in this glTF! Skipping this hotspot.");const r=new _i(e[5].number,e[6].number,e[7].number);t.mesh=i.mesh,t.tri=n,t.bary=r}}updateSurfaceHotspots(){const t=!this.element.paused;this.forHotspots((e=>{this.initializeSurface(e),e.updateSurface(t)}))}updateHotspotsVisibility(t){this.forHotspots((e=>{lv.copy(t),hv.setFromMatrixPosition(e.matrixWorld),lv.sub(hv),cv.copy(e.normal).transformDirection(this.target.matrixWorld),lv.dot(cv)<0?e.hide():e.show()}))}orientHotspots(t){this.forHotspots((e=>{e.orient(t)}))}setHotspotsVisibility(t){this.forHotspots((e=>{e.visible=t}))}updateSchema(t){var e;const{schemaElement:i,element:n}=this,{alt:s,poster:r,iosSrc:a}=n;if(null!=t){const n=[{"@type":"MediaObject",contentUrl:t,encodingFormat:"gltf"===(null===(e=t.split(".").pop())||void 0===e?void 0:e.toLowerCase())?"model/gltf+json":"model/gltf-binary"}];a&&n.push({"@type":"MediaObject",contentUrl:a,encodingFormat:"model/vnd.usdz+zip"});const o={"@context":"http://schema.org/","@type":"3DModel",image:null!=r?r:void 0,name:null!=s?s:void 0,encoding:n};i.textContent=JSON.stringify(o),document.head.appendChild(i)}else null!=i.parentElement&&i.parentElement.removeChild(i)}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +class mv extends EventTarget{constructor(){super(...arguments),this.ongoingActivities=new Set,this.totalProgress=0}get ongoingActivityCount(){return this.ongoingActivities.size}beginActivity(){const t={progress:0,completed:!1};return this.ongoingActivities.add(t),1===this.ongoingActivityCount&&this.announceTotalProgress(t,0),e=>{let i;return i=Math.max(Pc(e,0,1),t.progress),i!==t.progress&&this.announceTotalProgress(t,i),t.progress}}announceTotalProgress(t,e){let i=0,n=0;1==e&&(t.completed=!0);for(const t of this.ongoingActivities){const{progress:e}=t;i+=1-e,!0===t.completed&&n++}const s=t.progress;t.progress=e,this.totalProgress+=(e-s)*(1-this.totalProgress)/i;const r=n===this.ongoingActivityCount?1:this.totalProgress;this.dispatchEvent(new CustomEvent("progress",{detail:{totalProgress:r}})),n===this.ongoingActivityCount&&(this.totalProgress=0,this.ongoingActivities.clear())}} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */var gv,fv,vv,yv,xv,_v,Ev,wv,Cv,bv,Iv,Sv,Mv,Bv=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const Tv=document.createElement("canvas"),Rv=Symbol("fallbackResizeHandler"),Dv=Symbol("defaultAriaLabel"),Lv=Symbol("resizeObserver"),Qv=Symbol("clearModelTimeout"),Pv=Symbol("onContextLost"),Fv=Symbol("loaded"),Nv=Symbol("status"),Uv=Symbol("onFocus"),kv=Symbol("onBlur"),Ov=Symbol("updateSize"),Gv=Symbol("intersectionObserver"),zv=Symbol("isElementInViewport"),Hv=Symbol("announceModelVisibility"),Vv=Symbol("ariaLabel"),Wv=Symbol("altDefaulted"),qv=Symbol("statusElement"),jv=Symbol("updateStatus"),Yv=Symbol("loadedTime"),Jv=Symbol("updateSource"),Xv=Symbol("markLoaded"),Kv=Symbol("container"),$v=Symbol("input"),Zv=Symbol("canvas"),ty=Symbol("scene"),ey=Symbol("needsRender"),iy=Symbol("tick"),ny=Symbol("onModelLoad"),sy=Symbol("onResize"),ry=Symbol("renderer"),ay=Symbol("progressTracker"),oy=Symbol("getLoaded"),ly=Symbol("getModelIsVisible"),hy=Symbol("shouldAttemptPreload"),cy=t=>({x:t.x,y:t.y,z:t.z,toString(){return`${this.x}m ${this.y}m ${this.z}m`}}),uy=t=>({u:t.x,v:t.y,toString(){return`${this.u} ${this.v}`}});class dy extends Dh{constructor(){super(),this.alt=null,this.src=null,this.withCredentials=!1,this.generateSchema=!1,this[gv]=!1,this[fv]=!1,this[vv]=0,this[yv]="",this[xv]=null,this[_v]=Qc((()=>{const t=this.getBoundingClientRect();this[Ov](t)}),50),this[Ev]=Qc((t=>{const e=this.modelIsVisible;e!==t&&this.dispatchEvent(new CustomEvent("model-visibility",{detail:{visible:e}}))}),0),this[wv]=null,this[Cv]=null,this[bv]=new mv,this[Iv]=()=>{this[qv].textContent=this[Nv]},this[Sv]=()=>{this[qv].textContent=""},this[Mv]=t=>{this.dispatchEvent(new CustomEvent("error",{detail:{type:"webglcontextlost",sourceError:t.sourceEvent}}))},this.attachShadow({mode:"open"});const t=this.shadowRoot;let e,i;if((t=>{pc(Hc,t)})(t),this[Kv]=t.querySelector(".container"),this[$v]=t.querySelector(".userInput"),this[Zv]=t.querySelector("canvas"),this[qv]=t.querySelector("#status"),this[Dv]=this[$v].getAttribute("aria-label"),this.isConnected){const t=this.getBoundingClientRect();e=t.width,i=t.height}else e=300,i=150;this[ty]=new pv({canvas:this[Zv],element:this,width:e,height:i}),Promise.resolve().then((()=>{this[Ov](this.getBoundingClientRect())})),_c&&(this[Lv]=new ResizeObserver((t=>{if(!this[ry].isPresenting)for(let e of t)e.target===this&&this[Ov](e.contentRect)}))),Ec?this[Gv]=new IntersectionObserver((t=>{for(let e of t)if(e.target===this){const t=this.modelIsVisible;this[zv]=e.isIntersecting,this[Hv](t),this[zv]&&!this.loaded&&this[Jv]()}}),{root:null,rootMargin:"0px",threshold:1e-5}):this[zv]=!0}static get is(){return"model-viewer"}static set modelCacheSize(t){Td[Md].evictionThreshold=t}static get modelCacheSize(){return Td[Md].evictionThreshold}static set minimumRenderScale(t){t>1&&console.warn(" minimumRenderScale has been clamped to a maximum value of 1."),t<=0&&console.warn(" minimumRenderScale has been clamped to a minimum value of 0.25."),yg.singleton.minScale=t}static get minimumRenderScale(){return yg.singleton.minScale}get loaded(){return this[oy]()}get[(gv=zv,fv=Fv,vv=Yv,yv=Nv,xv=Qv,_v=Rv,Ev=Hv,wv=Lv,Cv=Gv,bv=ay,ry)](){return yg.singleton}get modelIsVisible(){return this[ly]()}connectedCallback(){super.connectedCallback&&super.connectedCallback(),_c?this[Lv].observe(this):self.addEventListener("resize",this[Rv]),Ec&&this[Gv].observe(this),this.addEventListener("focus",this[Uv]),this.addEventListener("blur",this[kv]);const t=this[ry];t.addEventListener("contextlost",this[Pv]),t.registerScene(this[ty]),null!=this[Qv]&&(self.clearTimeout(this[Qv]),this[Qv]=null,this.requestUpdate("src",null))}disconnectedCallback(){super.disconnectedCallback&&super.disconnectedCallback(),_c?this[Lv].unobserve(this):self.removeEventListener("resize",this[Rv]),Ec&&this[Gv].unobserve(this),this.removeEventListener("focus",this[Uv]),this.removeEventListener("blur",this[kv]);const t=this[ry];t.removeEventListener("contextlost",this[Pv]),t.unregisterScene(this[ty]),this[Qv]=self.setTimeout((()=>{this[ty].dispose(),this[Qv]=null}),10)}updated(t){super.updated(t),t.has("src")&&(null==this.src?(this[Fv]=!1,this[Yv]=0,this[ty].reset()):this.src!==this[ty].url&&(this[Fv]=!1,this[Yv]=0,this[Jv]())),t.has("alt")&&this[$v].setAttribute("aria-label",this[Vv]),t.has("withCredentials")&&(Td.withCredentials=this.withCredentials,this[ry].textureUtils.withCredentials=this.withCredentials),t.has("generateSchema")&&(this.generateSchema?this[ty].updateSchema(this.src):this[ty].updateSchema(null))}toDataURL(t,e){return this[ry].displayCanvas(this[ty]).toDataURL(t,e)}async toBlob(t){const e=t?t.mimeType:void 0,i=t?t.qualityArgument:void 0,n=t?t.idealAspect:void 0,{width:s,height:r,idealAspect:a,aspect:o}=this[ty],{dpr:l,scaleFactor:h}=this[ry];let c=s*h*l,u=r*h*l,d=0,A=0;if(!0===n)if(a>o){const t=u;u=Math.round(c/a),A=(t-u)/2}else{const t=c;c=Math.round(u*a),d=(t-c)/2}Tv.width=c,Tv.height=u;try{return new Promise((async(t,n)=>(Tv.getContext("2d").drawImage(this[ry].displayCanvas(this[ty]),d,A,c,u,0,0,c,u),!Tv.msToBlob||e&&"image/png"!==e?Tv.toBlob?void Tv.toBlob((e=>{if(!e)return n(new Error("Unable to retrieve canvas blob"));t(e)}),e,i):t(await(async t=>new Promise(((e,i)=>{const n=t.match(/data:(.*);/);if(!n)return i(new Error(`${t} is not a valid data Url`));const s=n[1],r=t.replace(/data:image\/\w+;base64,/,""),a=atob(r),o=[];for(let t=0;te(.95*Pc(t,0,1)))),s=this[Gc]();await Promise.all([n,s]),this[Xv](),this[ny](),await new Promise((t=>{requestAnimationFrame((()=>{requestAnimationFrame((()=>{this.dispatchEvent(new CustomEvent("load",{detail:{url:i}})),t()}))}))}))}catch(t){this.dispatchEvent(new CustomEvent("error",{detail:{type:"loadfailure",sourceError:t}}))}finally{e(1)}}}Bv([e({type:String})],dy.prototype,"alt",void 0),Bv([e({type:String})],dy.prototype,"src",void 0),Bv([e({type:Boolean,attribute:"with-credentials"})],dy.prototype,"withCredentials",void 0),Bv([e({type:Boolean,attribute:"generate-schema"})],dy.prototype,"generateSchema",void 0); +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var Ay=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const 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e=t.name?t.name:"Camera_"+t.id,i=vx(t.matrixWorld);t.matrixWorld.determinant()<0&&console.warn("THREE.USDZExporter: USDZ does not support negative scales",t);return t.isOrthographicCamera?`def Camera "${e}"\n\t\t{\n\t\t\tmatrix4d xformOp:transform = ${i}\n\t\t\tuniform token[] xformOpOrder = ["xformOp:transform"]\n\t\n\t\t\tfloat2 clippingRange = (${t.near.toPrecision(gx)}, ${t.far.toPrecision(gx)})\n\t\t\tfloat horizontalAperture = ${(10*(Math.abs(t.left)+Math.abs(t.right))).toPrecision(gx)}\n\t\t\tfloat verticalAperture = ${(10*(Math.abs(t.top)+Math.abs(t.bottom))).toPrecision(gx)}\n\t\t\ttoken projection = "orthographic"\n\t\t}\n\t\n\t`:`def Camera "${e}"\n\t\t{\n\t\t\tmatrix4d xformOp:transform = ${i}\n\t\t\tuniform token[] xformOpOrder = ["xformOp:transform"]\n\t\n\t\t\tfloat2 clippingRange = (${t.near.toPrecision(gx)}, ${t.far.toPrecision(gx)})\n\t\t\tfloat focalLength = ${t.getFocalLength().toPrecision(gx)}\n\t\t\tfloat focusDistance = ${t.focus.toPrecision(gx)}\n\t\t\tfloat horizontalAperture = ${t.getFilmWidth().toPrecision(gx)}\n\t\t\ttoken projection = "perspective"\n\t\t\tfloat verticalAperture = ${t.getFilmHeight().toPrecision(gx)}\n\t\t}\n\t\n\t`} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */(t))})),s+="\n }\n }\n}\n\n",s+=function(t,e){const i=[];for(const n in t){const s=t[n];i.push(_x(s,e))}return`def "Materials"\n{\n${i.join("")}\n}\n\n`}(r,a),i[n]=cx(s),s=null;for(const t in a){const e=a[t],n=t.split("_")[1],s=1023===e.format,r=mx(e.image,n),o=await new Promise((t=>r.toBlob(t,s?"image/png":"image/jpeg",1)));i[`textures/Texture_${t}.${s?"png":"jpg"}`]=new Uint8Array(await o.arrayBuffer())}let o=0;for(const t in i){const e=i[t];o+=34+t.length;const n=63&o;if(4!==n){const s=new Uint8Array(64-n);i[t]=[e,{extra:{12345:s}}]}o=e.length}return function(t,e){e||(e={});var i={},n=[];ox(t,"",i,e);var s=0,r=0;for(var a in i){var o=i[a],l=o[0],h=o[1],c=0==h.level?0:8,u=(w=cx(a)).length,d=h.comment,A=d&&cx(d),p=A&&A.length,m=ux(h.extra);if(u>65535)throw"filename too long";var g=c?ax(l,h):l,f=g.length,v=ix();v.p(l),n.push(sx(h,{size:l.length,crc:v.d(),c:g,f:w,m:A,u:u!=a.length||A&&d.length!=p,o:s,compression:c})),s+=30+u+m+f,r+=76+2*(u+m)+(p||0)+f}for(var y=new Cy(r+22),x=s,_=r-s,E=0;E>16&255)/255,r=(t>>8&255)/255,a=(255&t)/255,o=s.getImageData(0,0,n.width,n.height),l=o.data;for(let t=0;t\n float2 inputs:scale = ${wx(i.repeat)}\n float2 inputs:translation = ${wx(i.offset)}\n float2 outputs:result\n }\n\n def Shader "Texture_${i.id}_${n}"\n {\n uniform token info:id = "UsdUVTexture"\n asset inputs:file = @textures/Texture_${r}.${a?"png":"jpg"}@\n float2 inputs:st.connect = \n token inputs:wrapS = "repeat"\n token inputs:wrapT = "repeat"\n float outputs:r\n float outputs:g\n float outputs:b\n float3 outputs:rgb\n ${t.transparent||t.alphaTest>0?"float outputs:a":""}\n }`}return t.side===d&&console.warn("THREE.USDZExporter: USDZ does not support double sided materials",t),null!==t.map?(n.push(`${i}color3f inputs:diffuseColor.connect = `),t.transparent?n.push(`${i}float inputs:opacity.connect = `):t.alphaTest>0&&(n.push(`${i}float inputs:opacity.connect = `),n.push(`${i}float inputs:opacityThreshold = ${t.alphaTest}`)),s.push(r(t.map,"diffuse",t.color))):n.push(`${i}color3f inputs:diffuseColor = ${Ex(t.color)}`),null!==t.emissiveMap?(n.push(`${i}color3f inputs:emissiveColor.connect = `),s.push(r(t.emissiveMap,"emissive"))):t.emissive.getHex()>0&&n.push(`${i}color3f inputs:emissiveColor = ${Ex(t.emissive)}`),null!==t.normalMap&&(n.push(`${i}normal3f inputs:normal.connect = `),s.push(r(t.normalMap,"normal"))),null!==t.aoMap&&(n.push(`${i}float inputs:occlusion.connect = `),s.push(r(t.aoMap,"occlusion"))),null!==t.roughnessMap&&1===t.roughness?(n.push(`${i}float inputs:roughness.connect = `),s.push(r(t.roughnessMap,"roughness"))):n.push(`${i}float inputs:roughness = ${t.roughness}`),null!==t.metalnessMap&&1===t.metalness?(n.push(`${i}float inputs:metallic.connect = `),s.push(r(t.metalnessMap,"metallic"))):n.push(`${i}float inputs:metallic = ${t.metalness}`),null!==t.alphaMap?(n.push(`${i}float inputs:opacity.connect = `),n.push(`${i}float inputs:opacityThreshold = 0.0001`),s.push(r(t.alphaMap,"opacity"))):n.push(`${i}float inputs:opacity = ${t.opacity}`),t.isMeshPhysicalMaterial&&(n.push(`${i}float inputs:clearcoat = ${t.clearcoat}`),n.push(`${i}float inputs:clearcoatRoughness = ${t.clearcoatRoughness}`),n.push(`${i}float inputs:ior = ${t.ior}`)),`\n def Material "Material_${t.id}"\n {\n def Shader "PreviewSurface"\n {\n uniform token info:id = "UsdPreviewSurface"\n${n.join("\n")}\n int inputs:useSpecularWorkflow = 0\n token outputs:surface\n }\n\n token outputs:surface.connect = \n token inputs:frame:stPrimvarName = "st"\n\n def Shader "uvReader_st"\n {\n uniform token info:id = "UsdPrimvarReader_float2"\n token inputs:varname.connect = \n float2 inputs:fallback = (0.0, 0.0)\n float2 outputs:result\n }\n\n${s.join("\n")}\n\n }\n`}function Ex(t){return`(${t.r}, ${t.g}, ${t.b})`}function wx(t){return`(${t.x}, ${t.y})`} +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var Cx=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};let bx=!1,Ix=!1;const Sx="#model-viewer-no-ar-fallback",Mx=(Bx=["quick-look","scene-viewer","webxr","none"],t=>{try{const e=PA(t),i=(e.length?e[0].terms:[]).filter((t=>t&&"ident"===t.type)).map((t=>t.value)).filter((t=>Bx.indexOf(t)>-1)),n=new Set;for(const t of i)n.add(t);return n}catch(t){}return new Set});var Bx;const Tx="quick-look",Rx="scene-viewer",Dx="webxr",Lx="none",Qx=Symbol("arButtonContainer"),Px=Symbol("enterARWithWebXR"),Fx=Symbol("openSceneViewer"),Nx=Symbol("openIOSARQuickLook"),Ux=Symbol("canActivateAR"),kx=Symbol("arMode"),Ox=Symbol("arModes"),Gx=Symbol("arAnchor"),zx=Symbol("preload"),Hx=Symbol("onARButtonContainerClick"),Vx=Symbol("onARStatus"),Wx=Symbol("onARTracking"),qx=Symbol("onARTap"),jx=Symbol("selectARMode"),Yx=Symbol("triggerLoad"); +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var Jx=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const Xx="auto",Kx="auto",$x="eager",Zx=Symbol("defaultProgressBarElement"),t_=Symbol("posterContainerElement"),e_=Symbol("defaultPosterElement"),i_=Symbol("shouldDismissPoster"),n_=Symbol("hidePoster"),s_=Symbol("modelIsRevealed"),r_=Symbol("updateProgressBar"),a_=Symbol("ariaLabelCallToAction"),o_=Symbol("onProgress"); +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var l_=function(t,e,i,n){for(var s,r=arguments.length,a=r<3?e:null===n?n=Object.getOwnPropertyDescriptor(e,i):n,o=t.length-1;o>=0;o--)(s=t[o])&&(a=(r<3?s(a):r>3?s(e,i,a):s(e,i))||a);return r>3&&a&&Object.defineProperty(e,i,a),a};const h_=Math.PI/32,c_={basis:[VA(QA(h_,"rad"))],keywords:{auto:[null]}},u_=Symbol("autoRotateStartTime"),d_=Symbol("radiansPerSecond"),A_=Symbol("syncRotationRate"),p_=Symbol("onCameraChange"),m_=(t=>{var e,i,n;class s extends t{constructor(){super(...arguments),this[e]=new Map,this[i]=t=>{t.forEach((t=>{t instanceof MutationRecord&&"childList"!==t.type||(t.addedNodes.forEach((t=>{this[xy](t)})),t.removedNodes.forEach((t=>{this[_y](t)})),this[ey]())}))},this[n]=new MutationObserver(this[vy])}connectedCallback(){super.connectedCallback();for(let t=0;t{var i,n,s;class r extends t{constructor(){super(...arguments),this[i]=void 0,this[n]=null,this[s]=null,this.variantName=null,this.orientation="0 0 0",this.scale="1 1 1"}get model(){return this[Yf]}get availableVariants(){return this.model?this.model[Of]():[]}get originalGltfJson(){return this[jf]}[(i=Yf,n=qf,s=jf,Jf)](){return()=>{this[ey]()}}[Xf](t){return t.encoding=we,t.wrapS=nt,t.wrapT=nt,new Og(this[Jf](),t)}async createTexture(t,e="image/png"){const{textureUtils:i}=this[ry],n=await i.loadImage(t);return n.userData.mimeType=e,this[Xf](n)}async createLottieTexture(t,e=1){const{textureUtils:i}=this[ry],n=await i.loadLottie(t,e);return this[Xf](n)}createVideoTexture(t){const e=document.createElement("video");e.src=t,e.muted=!0,e.play(),e.loop=!0;const i=new el(e);return this[Xf](i)}createCanvasTexture(){const t=document.createElement("canvas"),e=new sl(t);return this[Xf](e)}async updated(t){if(super.updated(t),t.has("variantName")){const t=this[ay].beginActivity();t(.1);const e=this[Yf],{variantName:i}=this;null!=e&&(await e[Pf](i),this[ey](),this.dispatchEvent(new CustomEvent("variant-applied"))),t(1)}if(t.has("orientation")||t.has("scale")){if(!this.loaded)return;const t=this[ty];t.applyTransform(),t.updateBoundingBox(),t.updateShadow(),this[ry].arRenderer.onUpdateScene(),this[ey]()}}[ny](){super[ny]();const{currentGLTF:t}=this[ty];if(null!=t){const{correlatedSceneGraph:e}=t;null!=e&&t!==this[qf]&&(this[Yf]=new Vf(e,this[Jf]()),this[jf]=JSON.parse(JSON.stringify(e.gltf))),"variants"in t.userData&&this.requestUpdate("variantName")}this[qf]=t}async exportScene(t){const e=this[ty];return new Promise((async(i,n)=>{const s={binary:!0,onlyVisible:!0,maxTextureSize:1/0,includeCustomExtensions:!1,forceIndices:!1};Object.assign(s,t),s.animations=e.animations,s.truncateDrawRange=!0;const r=e.shadow;let a=!1;null!=r&&(a=r.visible,r.visible=!1),await this[Yf][Qf]();(new kd).register((t=>new bA(t))).parse(e.model,(t=>i(new Blob([s.binary?t:JSON.stringify(t)],{type:s.binary?"application/octet-stream":"application/json"}))),(()=>n("glTF export failed")),s),null!=r&&(r.visible=a)}))}materialFromPoint(t,e){const i=this[Yf];if(null==i)return null;const n=this[ty],s=n.getNDC(t,e),r=n.hitFromPoint(s);return null==r||null==r.face?null:i[Ff](r)}}return Wf([e({type:String,attribute:"variant-name"})],r.prototype,"variantName",void 0),Wf([e({type:String,attribute:"orientation"})],r.prototype,"orientation",void 0),Wf([e({type:String,attribute:"scale"})],r.prototype,"scale",void 0),r})((t=>{var i,n,s;class r extends t{constructor(){super(...arguments),this.autoRotate=!1,this.autoRotateDelay=3e3,this.rotationPerSecond="auto",this[i]=performance.now(),this[n]=0,this[s]=t=>{this.autoRotate&&"user-interaction"===t.detail.source&&(this[u_]=performance.now())}}connectedCallback(){super.connectedCallback(),this.addEventListener("camera-change",this[p_]),this[u_]=performance.now()}disconnectedCallback(){super.disconnectedCallback(),this.removeEventListener("camera-change",this[p_]),this[u_]=performance.now()}updated(t){super.updated(t),t.has("autoRotate")&&(this[u_]=performance.now())}[(i=u_,n=d_,A_)](t){this[d_]=t[0]}[iy](t,e){if(super[iy](t,e),!this.autoRotate||!this[ly]()||this[ry].isPresenting)return;const i=Math.min(e,t-this[u_]-this.autoRotateDelay);i>0&&(this[ty].yaw=this.turntableRotation+this[d_]*i*.001)}get turntableRotation(){return this[ty].yaw}resetTurntableRotation(t=0){this[ty].yaw=t}}return s=p_,l_([e({type:Boolean,attribute:"auto-rotate"})],r.prototype,"autoRotate",void 0),l_([e({type:Number,attribute:"auto-rotate-delay"})],r.prototype,"autoRotateDelay",void 0),l_([Tp({intrinsics:c_,updateHandler:A_}),e({type:String,attribute:"rotation-per-second"})],r.prototype,"rotationPerSecond",void 0),r})((t=>{var i,n,s;class r extends t{constructor(){super(...arguments),this.environmentImage=null,this.skyboxImage=null,this.shadowIntensity=0,this.shadowSoftness=1,this.exposure=1,this[i]=null,this[n]=null,this[s]=null}updated(t){super.updated(t),t.has("shadowIntensity")&&(this[ty].setShadowIntensity(.5*this.shadowIntensity),this[ey]()),t.has("shadowSoftness")&&(this[ty].setShadowSoftness(this.shadowSoftness),this[ey]()),t.has("exposure")&&(this[ty].exposure=this.exposure,this[ey]()),(t.has("environmentImage")||t.has("skyboxImage"))&&this[hy]()&&this[Gc]()}hasBakedShadow(){return this[ty].bakedShadows.size>0}async[(i=kc,n=Oc,s=zc,Gc)](){const{skyboxImage:t,environmentImage:e}=this;null!=this[zc]&&(this[zc](),this[zc]=null);const{textureUtils:i}=this[ry];if(null==i)return;const n=this[ay].beginActivity();try{const{environmentMap:s,skybox:r}=await i.generateEnvironmentMapAndSkybox(Rc(t),e,(t=>n(Pc(t,0,1))));this[kc]!==s&&(this[kc]=s,this.dispatchEvent(new CustomEvent("environment-change"))),this[Oc]=null!=r?r.name===s.name?s:r:null,this[ty].setEnvironmentAndSkybox(this[kc],this[Oc]),this[ty].dispatchEvent({type:"envmap-update"})}catch(t){if(t instanceof Error)throw this[ty].setEnvironmentAndSkybox(null,null),t}finally{n(1)}}}return Uc([e({type:String,attribute:"environment-image"})],r.prototype,"environmentImage",void 0),Uc([e({type:String,attribute:"skybox-image"})],r.prototype,"skyboxImage",void 0),Uc([e({type:Number,attribute:"shadow-intensity"})],r.prototype,"shadowIntensity",void 0),Uc([e({type:Number,attribute:"shadow-softness"})],r.prototype,"shadowSoftness",void 0),Uc([e({type:Number})],r.prototype,"exposure",void 0),r})((t=>{var i,n,s,r,a,o,l,h,c,u,d,A,p,m,g,f,v;class y extends t{constructor(){super(...arguments),this.cameraControls=!1,this.cameraOrbit=Np,this.cameraTarget="auto auto auto",this.fieldOfView="auto",this.minCameraOrbit="auto",this.maxCameraOrbit="auto",this.minFieldOfView="auto",this.maxFieldOfView="auto",this.interactionPromptThreshold=3e3,this.interactionPrompt=Op,this.interactionPromptStyle=zp,this.orbitSensitivity=1,this.touchAction=Hp,this.disableZoom=!1,this.disablePan=!1,this.disableTap=!1,this.interpolationDecay=50,this[i]=this.shadowRoot.querySelector(".interaction-prompt"),this[n]=this.shadowRoot.querySelector("#prompt"),this[s]=[this.shadowRoot.querySelector("#finger0"),this.shadowRoot.querySelector("#finger1")],this[r]=this.shadowRoot.querySelector(".pan-target"),this[a]=0,this[o]=1/0,this[l]=!1,this[h]=!1,this[c]=Dm.AUTOMATIC,this[u]=new Lm(this[ty].camera,this[$v],this[ty]),this[d]=new ph,this[A]=!1,this[p]=!1,this[m]=!1,this[g]=()=>{const t=this[tm].changeSource;this[mm]=t,t===Dm.USER_INTERACTION&&(this[dm]=!0,this[rm]())},this[f]=()=>{this[am](),this[ey]();const t=this[tm].changeSource;this.dispatchEvent(new CustomEvent("camera-change",{detail:{source:t}}))},this[v]=t=>{"pointer-change-start"===t.type?this[Kv].classList.add("pointer-tumbling"):this[Kv].classList.remove("pointer-tumbling")}}get inputSensitivity(){return this[tm].inputSensitivity}set inputSensitivity(t){this[tm].inputSensitivity=t}getCameraOrbit(){const{theta:t,phi:e,radius:i}=this[gm];return{theta:t,phi:e,radius:i,toString(){return`${this.theta}rad ${this.phi}rad ${this.radius}m`}}}getCameraTarget(){return cy(this[ry].isPresenting?this[ry].arRenderer.target:this[ty].getTarget())}getFieldOfView(){return this[tm].getFieldOfView()}getMinimumFieldOfView(){return this[tm].options.minimumFieldOfView}getMaximumFieldOfView(){return this[tm].options.maximumFieldOfView}getIdealAspect(){return this[ty].idealAspect}jumpCameraToGoal(){this[fm]=!0,this.requestUpdate(fm,!1)}resetInteractionPrompt(){this[pm]=0,this[Am]=1/0,this[dm]=!1,this[um]=this.interactionPrompt===Op&&this.cameraControls}zoom(t){const e=new WheelEvent("wheel",{deltaY:-30*t});this[$v].dispatchEvent(e)}connectedCallback(){super.connectedCallback(),this[tm].addEventListener("user-interaction",this[lm]),this[tm].addEventListener("pointer-change-start",this[cm]),this[tm].addEventListener("pointer-change-end",this[cm])}disconnectedCallback(){super.disconnectedCallback(),this[tm].removeEventListener("user-interaction",this[lm]),this[tm].removeEventListener("pointer-change-start",this[cm]),this[tm].removeEventListener("pointer-change-end",this[cm])}updated(t){super.updated(t);const e=this[tm],i=this[ty];if(t.has("cameraControls")&&(this.cameraControls?(e.enableInteraction(),this.interactionPrompt===Op&&(this[um]=!0)):(e.disableInteraction(),this[rm]()),this[$v].setAttribute("aria-label",this[Vv])),t.has("disableZoom")&&(e.disableZoom=this.disableZoom),t.has("disablePan")&&(e.enablePan=!this.disablePan),t.has("disableTap")&&(e.enableTap=!this.disableTap),(t.has("interactionPrompt")||t.has("cameraControls")||t.has("src"))&&(this.interactionPrompt===Op&&this.cameraControls&&!this[dm]?this[um]=!0:this[rm]()),t.has("interactionPromptStyle")&&(this[nm].style.opacity=this.interactionPromptStyle==Gp?"1":"0"),t.has("touchAction")){const t=this.touchAction;e.applyOptions({touchAction:t}),e.updateTouchActionStyle()}t.has("orbitSensitivity")&&(e.orbitSensitivity=this.orbitSensitivity),t.has("interpolationDecay")&&(e.setDamperDecayTime(this.interpolationDecay),i.setTargetDamperDecayTime(this.interpolationDecay)),!0===this[fm]&&Promise.resolve().then((()=>{e.jumpToGoal(),i.jumpToGoal(),this[hm](),this[fm]=!1}))}async updateFraming(){const t=this[ty],e=t.adjustedFoV(t.framedFoVDeg);await t.updateFraming();const i=t.adjustedFoV(t.framedFoVDeg),n=this[tm].getFieldOfView()/e;this[tm].setFieldOfView(i*n),this[ym]=!0,this.requestUpdate("maxFieldOfView"),this.requestUpdate("fieldOfView"),this.requestUpdate("minCameraOrbit"),this.requestUpdate("maxCameraOrbit"),this.requestUpdate("cameraOrbit"),await this.updateComplete}interact(t,e,i){const n=this[$v],s=this[sm];if("1"===s[0].style.opacity)return void console.warn("interact() failed because an existing interaction is running.");const r=new Array;r.push({x:Lp(e.x),y:Lp(e.y)});const a=[{x:r[0].x(0),y:r[0].y(0)}];null!=i&&(r.push({x:Lp(i.x),y:Lp(i.y)}),a.push({x:r[1].x(0),y:r[1].y(0)}));let o=performance.now();const{width:l,height:h}=this[ty],c=t=>{for(const[e,i]of a.entries()){const{style:r}=s[e];r.transform=`translateX(${l*i.x}px) translateY(${h*i.y}px)`,"pointerdown"===t?r.opacity="1":"pointerup"===t&&(r.opacity="0");const a={pointerId:e-5678,pointerType:"touch",target:n,clientX:l*i.x,clientY:h*i.y,altKey:!0};n.dispatchEvent(new PointerEvent(t,a))}},u=()=>{const e=this[mm];if(e!==Dm.AUTOMATIC||!n.isConnected){for(const t of this[sm])t.style.opacity="0";return c("pointercancel"),this.dispatchEvent(new CustomEvent("interact-stopped",{detail:{source:e}})),void document.removeEventListener("visibilitychange",d)}const i=Math.min(1,(performance.now()-o)/t);for(const[t,e]of a.entries())e.x=r[t].x(i),e.y=r[t].y(i);c("pointermove"),i<1?requestAnimationFrame(u):(c("pointerup"),this.dispatchEvent(new CustomEvent("interact-stopped",{detail:{source:Dm.AUTOMATIC}})),document.removeEventListener("visibilitychange",d))},d=()=>{let t=0;"hidden"===document.visibilityState?t=performance.now()-o:o=performance.now()-t};document.addEventListener("visibilitychange",d),c("pointerdown"),this[mm]=Dm.AUTOMATIC,requestAnimationFrame(u)}[(i=im,n=nm,s=sm,r=em,a=pm,o=Am,l=dm,h=um,c=mm,u=tm,d=gm,A=fm,p=vm,m=ym,_m)](t){const e=this[tm],i=this[ty];i.framedFoVDeg=180*t[0]/Math.PI,e.changeSource=Dm.NONE,e.setFieldOfView(i.adjustedFoV(i.framedFoVDeg)),this[lm]()}[xm](t){const e=this[tm];if(this[ym]){const{theta:e,phi:i}=this.getCameraOrbit();t[0]=e,t[1]=i,this[ym]=!1}e.changeSource=Dm.NONE,e.setOrbit(t[0],t[1],t[2]),this[lm]()}[wm](t){this[tm].applyOptions({minimumAzimuthalAngle:t[0],minimumPolarAngle:t[1],minimumRadius:t[2]}),this.jumpCameraToGoal()}[Cm](t){this[tm].applyOptions({maximumAzimuthalAngle:t[0],maximumPolarAngle:t[1],maximumRadius:t[2]}),this[om](t[2]),this.jumpCameraToGoal()}[bm](t){this[tm].applyOptions({minimumFieldOfView:180*t[0]/Math.PI}),this.jumpCameraToGoal()}[Im](t){const e=this[ty].adjustedFoV(180*t[0]/Math.PI);this[tm].applyOptions({maximumFieldOfView:e}),this.jumpCameraToGoal()}[Em](t){const[e,i,n]=t;this[ry].arRenderer.isPresenting||this[ty].setTarget(e,i,n),this[tm].changeSource=Dm.NONE,this[ry].arRenderer.updateTarget(),this[lm]()}[iy](t,e){if(super[iy](t,e),this[ry].isPresenting||!this[ly]())return;const i=this[tm],n=this[ty],s=performance.now();if(this[um]&&this.loaded&&s>this[Yv]+this.interactionPromptThreshold&&(this[um]=!1,this[Am]=s,this[im].classList.add("visible")),isFinite(this[Am])&&this.interactionPromptStyle===zp){const t=(s-this[Am])/5e3%1,e=Pp(t),r=Fp(t);if(this[nm].style.opacity=`${r}`,e!==this[pm]){const t=e*n.width*.05,s=(e-this[pm])*Math.PI/16;this[nm].style.transform=`translateX(${t}px)`,i.changeSource=Dm.AUTOMATIC,i.adjustOrbit(s,0,0),this[pm]=e}}const r=i.update(t,e),a=n.updateTarget(e);(r||a)&&this[hm]()}[rm](){this[um]=!1,this[im].classList.remove("visible"),this[Am]=1/0}[om](t){const e=2*Math.max(this[ty].boundingSphere.radius,t);this[tm].updateNearFar(0,e)}[am](){const{theta:t,phi:e}=this[tm].getCameraSpherical(this[gm]),i=(4+Math.floor((t%Zp+$p)/Xp))%4,n=Math.floor(e/Kp),s=Up[i],r=kp[n];this[jv](`View from stage ${r}${s}`)}get[Vv](){return super[Vv]+(this.cameraControls?". Use mouse, touch or arrow keys to move.":"")}async[sy](t){const e=this[tm],i=this[ty],n=i.adjustedFoV(i.framedFoVDeg);super[sy](t);const s=i.adjustedFoV(i.framedFoVDeg)/n,r=e.getFieldOfView()*(isFinite(s)?s:1);e.updateAspect(this[ty].aspect),this.requestUpdate("maxFieldOfView",this.maxFieldOfView),await this.updateComplete,this[tm].setFieldOfView(r),this.jumpCameraToGoal()}[ny](){super[ny](),this[vm]?this[ym]=!0:this[vm]=!0,this.requestUpdate("maxFieldOfView",this.maxFieldOfView),this.requestUpdate("fieldOfView",this.fieldOfView),this.requestUpdate("minCameraOrbit",this.minCameraOrbit),this.requestUpdate("maxCameraOrbit",this.maxCameraOrbit),this.requestUpdate("cameraOrbit",this.cameraOrbit),this.requestUpdate("cameraTarget",this.cameraTarget),this.jumpCameraToGoal()}}return g=lm,f=hm,v=cm,Qp([e({type:Boolean,attribute:"camera-controls"})],y.prototype,"cameraControls",void 0),Qp([Tp({intrinsics:qp,observeEffects:!0,updateHandler:xm}),e({type:String,attribute:"camera-orbit",hasChanged:()=>!0})],y.prototype,"cameraOrbit",void 0),Qp([Tp({intrinsics:Jp,observeEffects:!0,updateHandler:Em}),e({type:String,attribute:"camera-target",hasChanged:()=>!0})],y.prototype,"cameraTarget",void 0),Qp([Tp({intrinsics:Vp,observeEffects:!0,updateHandler:_m}),e({type:String,attribute:"field-of-view",hasChanged:()=>!0})],y.prototype,"fieldOfView",void 0),Qp([Tp({intrinsics:jp,updateHandler:wm}),e({type:String,attribute:"min-camera-orbit",hasChanged:()=>!0})],y.prototype,"minCameraOrbit",void 0),Qp([Tp({intrinsics:Yp,updateHandler:Cm}),e({type:String,attribute:"max-camera-orbit",hasChanged:()=>!0})],y.prototype,"maxCameraOrbit",void 0),Qp([Tp({intrinsics:Wp,updateHandler:bm}),e({type:String,attribute:"min-field-of-view",hasChanged:()=>!0})],y.prototype,"minFieldOfView",void 0),Qp([Tp({intrinsics:Vp,updateHandler:Im}),e({type:String,attribute:"max-field-of-view",hasChanged:()=>!0})],y.prototype,"maxFieldOfView",void 0),Qp([e({type:Number,attribute:"interaction-prompt-threshold"})],y.prototype,"interactionPromptThreshold",void 0),Qp([e({type:String,attribute:"interaction-prompt"})],y.prototype,"interactionPrompt",void 0),Qp([e({type:String,attribute:"interaction-prompt-style"})],y.prototype,"interactionPromptStyle",void 0),Qp([e({type:Number,attribute:"orbit-sensitivity"})],y.prototype,"orbitSensitivity",void 0),Qp([e({type:String,attribute:"touch-action"})],y.prototype,"touchAction",void 0),Qp([e({type:Boolean,attribute:"disable-zoom"})],y.prototype,"disableZoom",void 0),Qp([e({type:Boolean,attribute:"disable-pan"})],y.prototype,"disablePan",void 0),Qp([e({type:Boolean,attribute:"disable-tap"})],y.prototype,"disableTap",void 0),Qp([e({type:Number,attribute:"interpolation-decay"})],y.prototype,"interpolationDecay",void 0),y})((t=>{var i,n,s,r,a,o,l,h,c,u;class d extends t{constructor(){super(...arguments),this.ar=!1,this.arScale="auto",this.arPlacement="floor",this.arModes="webxr scene-viewer quick-look",this.iosSrc=null,this.xrEnvironment=!1,this[i]=!1,this[n]=this.shadowRoot.querySelector(".ar-button"),this[s]=document.createElement("a"),this[r]=new Set,this[a]=Lx,this[o]=!1,this[l]=t=>{t.preventDefault(),this.activateAR()},this[h]=({status:t})=>{t!==Qm&&this[ry].arRenderer.presentedScene!==this[ty]||(this.setAttribute("ar-status",t),this.dispatchEvent(new CustomEvent("ar-status",{detail:{status:t}})),t===Qm?this.removeAttribute("ar-tracking"):t===Pm&&this.setAttribute("ar-tracking",Um))},this[c]=({status:t})=>{this.setAttribute("ar-tracking",t),this.dispatchEvent(new CustomEvent("ar-tracking",{detail:{status:t}}))},this[u]=t=>{"_apple_ar_quicklook_button_tapped"==t.data&&this.dispatchEvent(new CustomEvent("quick-look-button-tapped"))}}get canActivateAR(){return this[kx]!==Lx}connectedCallback(){super.connectedCallback(),this[ry].arRenderer.addEventListener("status",this[Vx]),this.setAttribute("ar-status",Qm),this[ry].arRenderer.addEventListener("tracking",this[Wx]),this[Gx].addEventListener("message",this[qx])}disconnectedCallback(){super.disconnectedCallback(),this[ry].arRenderer.removeEventListener("status",this[Vx]),this[ry].arRenderer.removeEventListener("tracking",this[Wx]),this[Gx].removeEventListener("message",this[qx])}update(t){super.update(t),t.has("arScale")&&(this[ty].canScale="fixed"!==this.arScale),t.has("arPlacement")&&(this[ty].updateShadow(),this[ey]()),t.has("arModes")&&(this[Ox]=Mx(this.arModes)),(t.has("ar")||t.has("arModes")||t.has("src")||t.has("iosSrc"))&&this[jx]()}async activateAR(){switch(this[kx]){case Tx:this[Nx]();break;case Dx:await this[Px]();break;case Rx:this[Fx]();break;default:console.warn("No AR Mode can be activated. This is probably due to missing configuration or device capabilities")}}async[(i=Ux,n=Qx,s=Gx,r=Ox,a=kx,o=zx,l=Hx,h=Vx,c=Wx,u=qx,jx)](){let t=Lx;if(this.ar){if(null!=this.src)for(const e of this[Ox]){if("webxr"===e&&wc&&!bx&&await this[ry].arRenderer.supportsPresentation()){t=Dx;break}if("scene-viewer"===e&&Mc&&!Ix){t=Rx;break}if("quick-look"===e&&Tc){t=Tx;break}}t===Lx&&null!=this.iosSrc&&Tc&&(t=Tx)}if(t!==Lx)this[Qx].classList.add("enabled"),this[Qx].addEventListener("click",this[Hx]);else if(this[Qx].classList.contains("enabled")){this[Qx].removeEventListener("click",this[Hx]),this[Qx].classList.remove("enabled");const t=Nm;this.setAttribute("ar-status",t),this.dispatchEvent(new CustomEvent("ar-status",{detail:{status:t}}))}this[kx]=t}async[Px](){console.log("Attempting to present in AR with WebXR..."),await this[Yx]();try{this[Qx].removeEventListener("click",this[Hx]);const{arRenderer:t}=this[ry];t.placeOnWall="wall"===this.arPlacement,await t.present(this[ty],this.xrEnvironment)}catch(t){console.warn("Error while trying to present in AR with WebXR"),console.error(t),await this[ry].arRenderer.stopPresenting(),bx=!0,console.warn("Falling back to next ar-mode"),await this[jx](),this.activateAR()}finally{this[jx]()}}async[Yx](){this.loaded||(this[zx]=!0,this[Jv](),await((t,e,i=null)=>new Promise((n=>{t.addEventListener(e,(function s(r){i&&!i(r)||(n(r),t.removeEventListener(e,s))}))})))(this,"load"),this[zx]=!1)}[hy](){return super[hy]()||this[zx]}[Fx](){const t=self.location.toString(),e=new URL(t),i=new URL(this.src,t);i.hash&&(i.hash="");const n=new URLSearchParams(i.search);if(e.hash=Sx,n.set("mode","ar_preferred"),n.has("disable_occlusion")||n.set("disable_occlusion","true"),"fixed"===this.arScale&&n.set("resizable","false"),"wall"===this.arPlacement&&n.set("enable_vertical_placement","true"),n.has("sound")){const e=new URL(n.get("sound"),t);n.set("sound",e.toString())}if(n.has("link")){const e=new URL(n.get("link"),t);n.set("link",e.toString())}const s=`intent://arvr.google.com/scene-viewer/1.0?${n.toString()+"&file="+encodeURIComponent(i.toString())}#Intent;scheme=https;package=com.google.ar.core;action=android.intent.action.VIEW;S.browser_fallback_url=${encodeURIComponent(e.toString())};end;`;self.addEventListener("hashchange",(()=>{self.location.hash===Sx&&(Ix=!0,self.history.back(),console.warn("Error while trying to present in AR with Scene Viewer"),console.warn("Falling back to next ar-mode"),this[jx]())}),{once:!0}),this[Gx].setAttribute("href",s),console.log("Attempting to present in AR with Scene Viewer..."),this[Gx].click()}async[Nx](){const t=!this.iosSrc;this[Qx].classList.remove("enabled");const e=t?await this.prepareUSDZ():this.iosSrc,i=new URL(e,self.location.toString());if(t){const t=self.location.toString(),e=new URL(t),n=new URL(this.src,e);n.hash&&(i.hash=n.hash)}"fixed"===this.arScale&&(i.hash&&(i.hash+="&"),i.hash+="allowsContentScaling=0");const n=this[Gx];n.setAttribute("rel","ar");const s=document.createElement("img");n.appendChild(s),n.setAttribute("href",i.toString()),t&&n.setAttribute("download","model.usdz"),n.style.display="none",n.isConnected||this.shadowRoot.appendChild(n),console.log("Attempting to present in AR with Quick Look..."),n.click(),n.removeChild(s),t&&URL.revokeObjectURL(e),this[Qx].classList.add("enabled")}async prepareUSDZ(){const t=this[ay].beginActivity();await this[Yx]();const{model:e,shadow:i}=this[ty];if(null==e)return"";let n=!1;null!=i&&(n=i.visible,i.visible=!1),t(.2);const s=new px,r=await s.parse(e),a=new Blob([r],{type:"model/vnd.usdz+zip"}),o=URL.createObjectURL(a);return t(1),null!=i&&(i.visible=n),o}}return Cx([e({type:Boolean,attribute:"ar"})],d.prototype,"ar",void 0),Cx([e({type:String,attribute:"ar-scale"})],d.prototype,"arScale",void 0),Cx([e({type:String,attribute:"ar-placement"})],d.prototype,"arPlacement",void 0),Cx([e({type:String,attribute:"ar-modes"})],d.prototype,"arModes",void 0),Cx([e({type:String,attribute:"ios-src"})],d.prototype,"iosSrc",void 0),Cx([e({type:Boolean,attribute:"xr-environment"})],d.prototype,"xrEnvironment",void 0),d})((t=>{var i,n,s,r,a,o,l,h;class c extends t{constructor(...t){super(...t),this.poster=null,this.reveal=Xx,this.loading=Kx,this[i]=!1,this[n]=!1,this[s]=this.shadowRoot.querySelector(".slot.poster"),this[r]=this.shadowRoot.querySelector("#default-poster"),this[a]=this.shadowRoot.querySelector("#default-progress-bar > .bar"),this[o]=this[e_].getAttribute("aria-label"),this[l]=((t,e)=>{let i=null;const n=(...n)=>{null==i&&(t(...n),i=self.setTimeout((()=>i=null),e))};return n.flush=()=>{null!=i&&(self.clearTimeout(i),i=null)},n})((t=>{const e=this[Zx].parentNode;requestAnimationFrame((()=>{this[Zx].style.transform=`scaleX(${t})`,0===t&&(e.removeChild(this[Zx]),e.appendChild(this[Zx])),1===t?this[Zx].classList.add("hide"):this[Zx].classList.remove("hide")}))}),100),this[h]=t=>{const e=t.detail.totalProgress;1===e&&(this[r_].flush(),this.loaded&&(this[i_]||this.reveal===Xx)&&this[n_]()),this[r_](e),this.dispatchEvent(new CustomEvent("progress",{detail:{totalProgress:e}}))};const e=self.ModelViewerElement||{},c=e.dracoDecoderLocation||"https://www.gstatic.com/draco/versioned/decoders/1.5.6/";Td.setDRACODecoderLocation(c);const u=e.ktx2TranscoderLocation||"https://www.gstatic.com/basis-universal/versioned/2021-04-15-ba1c3e4/";Td.setKTX2TranscoderLocation(u),e.meshoptDecoderLocation&&Td.setMeshoptDecoderLocation(e.meshoptDecoderLocation);const d=e.lottieLoaderLocation||"https://cdn.jsdelivr.net/npm/three@0.149.0/examples/jsm/loaders/LottieLoader.js";yg.singleton.textureUtils.lottieLoaderUrl=d}static set dracoDecoderLocation(t){Td.setDRACODecoderLocation(t)}static get dracoDecoderLocation(){return Td.getDRACODecoderLocation()}static set ktx2TranscoderLocation(t){Td.setKTX2TranscoderLocation(t)}static get ktx2TranscoderLocation(){return Td.getKTX2TranscoderLocation()}static set meshoptDecoderLocation(t){Td.setMeshoptDecoderLocation(t)}static get meshoptDecoderLocation(){return Td.getMeshoptDecoderLocation()}static set lottieLoaderLocation(t){yg.singleton.textureUtils.lottieLoaderUrl=t}static get lottieLoaderLocation(){return yg.singleton.textureUtils.lottieLoaderUrl}static mapURLs(t){yg.singleton.loader[Sd].manager.setURLModifier(t)}dismissPoster(){this.loaded?this[n_]():(this[i_]=!0,this[Jv]())}showPoster(){const t=this[t_];if(t.classList.contains("show"))return;t.classList.add("show"),this[$v].classList.remove("show");const e=this[e_];e.removeAttribute("tabindex"),e.removeAttribute("aria-hidden");const i=this.modelIsVisible;this[s_]=!1,this[Hv](i)}getDimensions(){return cy(this[ty].size)}getBoundingBoxCenter(){return cy(this[ty].boundingBox.getCenter(new _i))}connectedCallback(){super.connectedCallback(),this.loaded||this.showPoster(),this[ay].addEventListener("progress",this[o_])}disconnectedCallback(){super.disconnectedCallback(),this[ay].removeEventListener("progress",this[o_])}async updated(t){super.updated(t),t.has("poster")&&null!=this.poster&&(this[e_].style.backgroundImage=`url(${this.poster})`),t.has("alt")&&this[e_].setAttribute("aria-label",this[Wv]),(t.has("reveal")||t.has("loading"))&&this[Jv]()}[(i=s_,n=i_,s=t_,r=e_,a=Zx,o=a_,l=r_,h=o_,hy)](){return!!this.src&&(this[i_]||this.loading===$x||this.reveal===Xx&&this[zv])}[n_](){this[i_]=!1;const t=this[t_];if(!t.classList.contains("show"))return;t.classList.remove("show"),this[$v].classList.add("show");const e=this.modelIsVisible;this[s_]=!0,this[Hv](e);const i=this.getRootNode();i&&i.activeElement===this&&this[$v].focus();const n=this[e_];n.setAttribute("aria-hidden","true"),n.tabIndex=-1,this.dispatchEvent(new CustomEvent("poster-dismissed"))}[ly](){return super[ly]()&&this[s_]}}return Jx([e({type:String})],c.prototype,"poster",void 0),Jx([e({type:String})],c.prototype,"reveal",void 0),Jx([e({type:String})],c.prototype,"loading",void 0),c})((t=>{var i;class n extends t{constructor(...t){super(t),this.autoplay=!1,this.animationName=void 0,this.animationCrossfadeDuration=300,this[i]=!0,this[ty].subscribeMixerEvent("loop",(t=>{const e=t.action._loopCount;this.dispatchEvent(new CustomEvent("loop",{detail:{count:e}}))})),this[ty].subscribeMixerEvent("finished",(()=>{this[my]=!0,this.dispatchEvent(new CustomEvent("finished"))}))}get availableAnimations(){return this.loaded?this[ty].animationNames:[]}get duration(){return this[ty].duration}get paused(){return this[my]}get currentTime(){return this[ty].animationTime}set currentTime(t){this[ty].animationTime=t,this[ey]()}get timeScale(){return this[ty].animationTimeScale}set timeScale(t){this[ty].animationTimeScale=t}pause(){this[my]||(this[my]=!0,this.dispatchEvent(new CustomEvent("pause")))}play(t){this.availableAnimations.length>0&&(this[my]=!1,this[py](t),this.dispatchEvent(new CustomEvent("play")))}[(i=my,ny)](){super[ny](),this[my]=!0,this.autoplay&&this.play()}[iy](t,e){super[iy](t,e),this[my]||!this[ly]()&&!this[ry].isPresenting||(this[ty].updateAnimation(e/1e3),this[ey]())}updated(t){super.updated(t),t.has("autoplay")&&this.autoplay&&this.play(),t.has("animationName")&&this[py]()}[py](t=gy){var e;const i=null!==(e=t.repetitions)&&void 0!==e?e:1/0,n=t.pingpong?ue:1===i?2200:ce;this[ty].playAnimation(this.animationName,this.animationCrossfadeDuration/1e3,n,i),this[my]&&(this[ty].updateAnimation(0),this[ey]())}}return Ay([e({type:Boolean})],n.prototype,"autoplay",void 0),Ay([e({type:String,attribute:"animation-name"})],n.prototype,"animationName",void 0),Ay([e({type:Number,attribute:"animation-crossfade-duration"})],n.prototype,"animationCrossfadeDuration",void 0),n})((t=>{var e;const i=Symbol("endPolyfillCoordination");return e=i,class extends t{constructor(){super(...arguments),this[e]=null}connectedCallback(){super.connectedCallback&&super.connectedCallback(),null==this[i]&&(this[i]=(t=>{if(null==t.shadowRoot||t.hasAttribute("data-js-focus-visible"))return()=>{};if(!self.applyFocusVisiblePolyfill){const e=()=>{self.applyFocusVisiblePolyfill(t.shadowRoot)};return self.addEventListener("focus-visible-polyfill-ready",e,{once:!0}),()=>{self.removeEventListener("focus-visible-polyfill-ready",e)}}return self.applyFocusVisiblePolyfill(t.shadowRoot),()=>{}})(this))}disconnectedCallback(){super.disconnectedCallback&&super.disconnectedCallback(),null!=this[i]&&(this[i](),this[i]=null)}}})(dy)))))))));customElements.define("model-viewer",m_);export{sl as CanvasTexture,Ll as FileLoader,Tl as Loader,m_ as ModelViewerElement,at as NearestFilter}; +//# sourceMappingURL=model-viewer.min.js.map \ No newline at end of file diff --git a/assets/js/model-viewer.min.js.map b/assets/js/model-viewer.min.js.map new file mode 100644 index 0000000..97f984e --- /dev/null +++ b/assets/js/model-viewer.min.js.map @@ -0,0 +1 @@ +{"version":3,"file":"model-viewer.min.js","sources":["model-viewer.js"],"sourcesContent":["/**\n * @license\n * Copyright 2017 Google LLC\n * SPDX-License-Identifier: BSD-3-Clause\n */\nconst i$2=(i,e)=>\"method\"===e.kind&&e.descriptor&&!(\"value\"in e.descriptor)?{...e,finisher(n){n.createProperty(e.key,i);}}:{kind:\"field\",key:Symbol(),placement:\"own\",descriptor:{},originalKey:e.key,initializer(){\"function\"==typeof e.initializer&&(this[e.key]=e.initializer.call(this));},finisher(n){n.createProperty(e.key,i);}};function e$3(e){return (n,t)=>void 0!==t?((i,e,n)=>{e.constructor.createProperty(n,i);})(e,n,t):i$2(e,n)}\n\n/**\n * @license\n * Copyright 2021 Google LLC\n * SPDX-License-Identifier: BSD-3-Clause\n */var n$5;null!=(null===(n$5=window.HTMLSlotElement)||void 0===n$5?void 0:n$5.prototype.assignedElements)?(o,n)=>o.assignedElements(n):(o,n)=>o.assignedNodes(n).filter((o=>o.nodeType===Node.ELEMENT_NODE));\n\n/**\n * @license\n * Copyright 2010-2023 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '149';\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst RED_RGTC1_Format = 36283;\nconst SIGNED_RED_RGTC1_Format = 36284;\nconst RED_GREEN_RGTC2_Format = 36285;\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\nconst KeepStencilOp = 7680;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst GLSL3 = '300 es';\n\nconst _SRGBAFormat = 1035; // fallback for WebGL 1\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp$1( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp$1( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp$1( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nvar MathUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tclamp: clamp$1,\n\tdamp: damp,\n\tdegToRad: degToRad,\n\tdenormalize: denormalize,\n\teuclideanModulo: euclideanModulo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tgenerateUUID: generateUUID,\n\tinverseLerp: inverseLerp,\n\tisPowerOfTwo: isPowerOfTwo,\n\tlerp: lerp$1,\n\tmapLinear: mapLinear,\n\tnormalize: normalize,\n\tpingpong: pingpong,\n\tradToDeg: radToDeg,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\trandInt: randInt,\n\tseededRandom: seededRandom,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tsmootherstep: smootherstep,\n\tsmoothstep: smoothstep\n});\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, x,\n\t\t\t0, 1, y,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\n// JavaScript RGB-to-RGB transforms, defined as\n// FN[InputColorSpace][OutputColorSpace] callback functions.\nconst FN = {\n\t[ SRGBColorSpace ]: { [ LinearSRGBColorSpace ]: SRGBToLinear },\n\t[ LinearSRGBColorSpace ]: { [ SRGBColorSpace ]: LinearToSRGB },\n};\n\nconst ColorManagement = {\n\n\tlegacyMode: true,\n\n\tget workingColorSpace() {\n\n\t\treturn LinearSRGBColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.legacyMode || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tif ( FN[ sourceColorSpace ] && FN[ sourceColorSpace ][ targetColorSpace ] !== undefined ) {\n\n\t\t\tconst fn = FN[ sourceColorSpace ][ targetColorSpace ];\n\n\t\t\tcolor.r = fn( color.r );\n\t\t\tcolor.g = fn( color.g );\n\t\t\tcolor.b = fn( color.b );\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tthrow new Error( 'Unsupported color space conversion.' );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this.workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this.workingColorSpace );\n\n\t},\n\n};\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _rgb$1 = { r: 0, g: 0, b: 0 };\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction toComponents( source, target ) {\n\n\ttarget.r = source.r;\n\ttarget.g = source.g;\n\ttarget.b = source.b;\n\n\treturn target;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp$1( s, 0, 1 );\n\t\tl = clamp$1( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseFloat( color[ 2 ] ) / 100;\n\t\t\t\t\t\tconst l = parseFloat( color[ 3 ] ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l, colorSpace );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace );\n\n\t\treturn clamp$1( _rgb$1.r * 255, 0, 255 ) << 16 ^ clamp$1( _rgb$1.g * 255, 0, 255 ) << 8 ^ clamp$1( _rgb$1.b * 255, 0, 255 ) << 0;\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace );\n\n\t\tconst r = _rgb$1.r, g = _rgb$1.g, b = _rgb$1.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace );\n\n\t\ttarget.r = _rgb$1.r;\n\t\ttarget.g = _rgb$1.g;\n\t\ttarget.b = _rgb$1.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace );\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ _rgb$1.r } ${ _rgb$1.g } ${ _rgb$1.b })`;\n\n\t\t}\n\n\t\treturn `rgb(${( _rgb$1.r * 255 ) | 0},${( _rgb$1.g * 255 ) | 0},${( _rgb$1.b * 255 ) | 0})`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp$1( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp$1( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp$1( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nlet textureId = 0;\n\nclass Texture$1 extends EventDispatcher {\n\n\tconstructor( image = Texture$1.DEFAULT_IMAGE, mapping = Texture$1.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture$1.DEFAULT_ANISOTROPY, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nTexture$1.DEFAULT_IMAGE = null;\nTexture$1.DEFAULT_MAPPING = UVMapping;\nTexture$1.DEFAULT_ANISOTROPY = 1;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\tthis.texture = new Texture$1( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.flipY = false;\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t\tthis.samples = options.samples !== undefined ? options.samples : 0;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture$1 {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass Data3DTexture extends Texture$1 {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// Derived from http://planning.cs.uiuc.edu/node198.html\n\t\t// Note, this source uses w, x, y, z ordering,\n\t\t// so we swap the order below.\n\n\t\tconst u1 = Math.random();\n\t\tconst sqrt1u1 = Math.sqrt( 1 - u1 );\n\t\tconst sqrtu1 = Math.sqrt( u1 );\n\n\t\tconst u2 = 2 * Math.PI * Math.random();\n\n\t\tconst u3 = 2 * Math.PI * Math.random();\n\n\t\treturn this.set(\n\t\t\tsqrt1u1 * Math.cos( u2 ),\n\t\t\tsqrtu1 * Math.sin( u3 ),\n\t\t\tsqrtu1 * Math.cos( u3 ),\n\t\t\tsqrt1u1 * Math.sin( u2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp$1( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// Derived from https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst u = ( Math.random() - 0.5 ) * 2;\n\t\tconst t = Math.random() * Math.PI * 2;\n\t\tconst f = Math.sqrt( 1 - u ** 2 );\n\n\t\tthis.x = f * Math.cos( t );\n\t\tthis.y = f * Math.sin( t );\n\t\tthis.z = u;\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( precise && geometry.attributes != undefined && geometry.attributes.position !== undefined ) {\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tfor ( let i = 0, l = position.count; i < l; i ++ ) {\n\n\t\t\t\t\t_vector$b.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t}\n\n\t\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$3 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$4.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$4, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$4 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$4 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1$6.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1$6.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1$6, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp$1( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp$1( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp$1( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp$1( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp$1( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp$1( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value ) {\n\n\t\tlet result = [];\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst childResult = this.children[ i ].getObjectsByProperty( name, value );\n\n\t\t\tif ( childResult.length > 0 ) {\n\n\t\t\t\tresult = result.concat( childResult );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tif ( child.matrixWorldAutoUpdate === true || force === true ) {\n\n\t\t\t\tchild.updateMatrixWorld( force );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tif ( child.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nclass Material$1 extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = this.forceSinglePass;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nclass MeshBasicMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n\t// @deprecated\n\n\tcopyColorsArray() {\n\n\t\tconsole.error( 'THREE.BufferAttribute: copyColorsArray() was removed in r144.' );\n\n\t}\n\n\tcopyVector2sArray() {\n\n\t\tconsole.error( 'THREE.BufferAttribute: copyVector2sArray() was removed in r144.' );\n\n\t}\n\n\tcopyVector3sArray() {\n\n\t\tconsole.error( 'THREE.BufferAttribute: copyVector3sArray() was removed in r144.' );\n\n\t}\n\n\tcopyVector4sArray() {\n\n\t\tconsole.error( 'THREE.BufferAttribute: copyVector4sArray() was removed in r144.' );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$1 = 0;\n\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$1 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = this.getAttribute( 'tangent' ).array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\t// @deprecated since r144\n\n\tmerge() {\n\n\t\tconsole.error( 'THREE.BufferGeometry.merge() has been removed. Use THREE.BufferGeometryUtils.mergeBufferGeometries() instead.' );\n\t\treturn this;\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\t// geometry generator parameters\n\n\t\tif ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tthis.boneTransform( index, target );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv2 = geometry.attributes.uv2;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, uv, uv2, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, uv, uv2, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, uv, uv2, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA$1 );\n\tobject.getVertexPosition( b, _vB$1 );\n\tobject.getVertexPosition( c, _vC$1 );\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction getUnlitUniformColorSpace( renderer ) {\n\n\tif ( renderer.getRenderTarget() === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputEncoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;\n\n\t}\n\n\treturn LinearSRGBColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv2': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, 1, 0 );\n\t\tcameraPX.lookAt( 1, 0, 0 );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, 1, 0 );\n\t\tcameraNX.lookAt( - 1, 0, 0 );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\tcameraPY.lookAt( 0, 1, 0 );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, 1 );\n\t\tcameraNY.lookAt( 0, - 1, 0 );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\tcameraPZ.lookAt( 0, 0, 1 );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst currentToneMapping = renderer.toneMapping;\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.toneMapping = currentToneMapping;\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture$1 {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n float x2 = x * x;\\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( V * D );\\n}\\n#ifdef USE_IRIDESCENCE\\n\\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660, 0.0556434,\\n\\t\\t-1.5371385, 1.8760108, -0.2040259,\\n\\t\\t-0.4985314, 0.0415560, 1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\t return vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat R21 = R12;\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = dFdx( surf_pos.xyz );\\n\\t\\tvec3 vSigmaY = dFdy( surf_pos.xyz );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat luminance( const in vec3 rgb ) {\\n\\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\\n\\treturn dot( weights, rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define cubeUV_r0 1.0\\n\\t#define cubeUV_v0 0.339\\n\\t#define cubeUV_m0 - 2.0\\n\\t#define cubeUV_r1 0.8\\n\\t#define cubeUV_v1 0.276\\n\\t#define cubeUV_m1 - 1.0\\n\\t#define cubeUV_r4 0.4\\n\\t#define cubeUV_v4 0.046\\n\\t#define cubeUV_m4 2.0\\n\\t#define cubeUV_r5 0.305\\n\\t#define cubeUV_v5 0.016\\n\\t#define cubeUV_m5 3.0\\n\\t#define cubeUV_r6 0.21\\n\\t#define cubeUV_v6 0.0038\\n\\t#define cubeUV_m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= cubeUV_r1 ) {\\n\\t\\t\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\\t\\t} else if ( roughness >= cubeUV_r4 ) {\\n\\t\\t\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\\t\\t} else if ( roughness >= cubeUV_r5 ) {\\n\\t\\t\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\\t\\t} else if ( roughness >= cubeUV_r6 ) {\\n\\t\\t\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_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 ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"vec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\tvec2 fw = fwidth( coord ) * 0.5;\\n\\t\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Lambert\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#else\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\tmaterial.ior = ior;\\n\\t#ifdef SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\\n\\t#endif\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n\\t#ifdef IOR\\n\\t\\tfloat ior;\\n\\t#endif\\n\\t#ifdef USE_TRANSMISSION\\n\\t\\tfloat transmission;\\n\\t\\tfloat transmissionAlpha;\\n\\t\\tfloat thickness;\\n\\t\\tfloat attenuationDistance;\\n\\t\\tvec3 attenuationColor;\\n\\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec3 sheenSpecular = vec3( 0.0 );\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\\n\\t#else\\n\\t\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( 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\\tvec4 spotColor;\\n\\tvec3 spotLightCoord;\\n\\tbool inSpotLightMap;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometry, directLight );\\n\\t\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\\t\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\\t\\t#else\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#endif\\n\\t\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\\t\\t\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\\t\\t\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\\t\\t\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\\t\\t\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\\t\\t#endif\\n\\t\\t#undef SPOT_LIGHT_MAP_INDEX\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometry.normal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = dFdx( vViewPosition );\\n\\tvec3 fdy = dFdy( vViewPosition );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar output_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec2 packDepthToRG( in highp float v ) {\\n\\treturn packDepthToRGBA( v ).yx;\\n}\\nfloat unpackRGToDepth( const in highp vec2 v ) {\\n\\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#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\\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\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\\t\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#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\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\tvec4 shadowWorldPosition;\\n#endif\\n#if defined( USE_SHADOWMAP )\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if NUM_SPOT_LIGHT_COORDS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition;\\n\\t\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\\t\\t#endif\\n\\t\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\tuniform highp sampler2D boneTexture;\\n\\tuniform int boneTextureSize;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tfloat j = i * 4.0;\\n\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\ty = dy * ( y + 0.5 );\\n\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\treturn bone;\\n\\t}\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tmaterial.transmission = transmission;\\n\\tmaterial.transmissionAlpha = 1.0;\\n\\tmaterial.thickness = thickness;\\n\\tmaterial.attenuationDistance = attenuationDistance;\\n\\tmaterial.attenuationColor = attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmission = getIBLVolumeRefraction(\\n\\t\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\\n\\t\\tmaterial.attenuationColor, material.attenuationDistance );\\n\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\\n\\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\t#ifdef texture2DLodEXT\\n\\t\\t\\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( isinf( attenuationDistance ) ) {\\n\\t\\t\\treturn radiance;\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance * radiance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\\n\\t#else\\n\\t\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = texColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$e = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$a = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\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\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$9 = \"#define LAMBERT\\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 \\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 + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\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\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\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\\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#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\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\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\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\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$6 = \"#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 \\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\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 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 \\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\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\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 \\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\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\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\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$4 = \"#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 \\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\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$3 = \"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\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$3 = \"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\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$2 = \"#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}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\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\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\toutput_fragment: output_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$h,\n\tbackground_frag: fragment$h,\n\tbackgroundCube_vert: vertex$g,\n\tbackgroundCube_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tuv2Transform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nconst _rgb = { r: 0, b: 0, g: 0 };\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false : true;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false : true;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tconst isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tdrawBuffers: drawBuffers,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES$1 = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tencoding: LinearEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES$1 - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES$1;\n\n\t\tif ( samples > MAX_SAMPLES$1 ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES$1}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES$1; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES$1 );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES$1,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#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}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {\n\n\t\t\t\t\ttexture.needsPMREMUpdate = false;\n\n\t\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tif ( capabilities.isWebGL2 === true ) {\n\n\t\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tlet entry = morphTextures.get( geometry );\n\n\t\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\t\tlet vertexDataCount = 0;\n\n\t\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\t\tlet height = 1;\n\n\t\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t\t}\n\n\t\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\t\ttexture.type = FloatType;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t// fill buffer\n\n\t\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tentry = {\n\t\t\t\t\tcount: morphTargetsCount,\n\t\t\t\t\ttexture: texture,\n\t\t\t\t\tsize: new Vector2( width, height )\n\t\t\t\t};\n\n\t\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\t\tfunction disposeTexture() {\n\n\t\t\t\t\ttexture.dispose();\n\n\t\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\n\t\t} else {\n\n\t\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\t\tlet influences = influencesList[ geometry.id ];\n\n\t\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t\t// initialise list\n\n\t\t\t\tinfluences = [];\n\n\t\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t\t}\n\n\t\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t\t}\n\n\t\t\t// Collect influences\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tconst influence = influences[ i ];\n\n\t\t\t\tinfluence[ 0 ] = i;\n\t\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tinfluences.sort( absNumericalSort );\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tworkInfluences.sort( numericalSort );\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tconst influence = workInfluences[ i ];\n\t\t\t\tconst index = influence[ 0 ];\n\t\t\t\tconst value = influence[ 1 ];\n\n\t\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = /*@__PURE__*/ new Texture$1();\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, 35718 );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === 35674 ) locationSize = 2;\n\t\tif ( info.type === 35675 ) locationSize = 3;\n\t\tif ( info.type === 35676 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error(\n\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, 35715 ) + '\\n\\n' +\n\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\tfragmentErrors\n\t\t\t);\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst vertexTextures = capabilities.vertexTextures;\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst useAlphaTest = material.alphaTest > 0;\n\t\tconst useClearcoat = material.clearcoat > 0;\n\t\tconst useIridescence = material.iridescence > 0;\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),\n\t\t\tmap: !! material.map,\n\t\t\tmatcap: !! material.matcap,\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\tlightMap: !! material.lightMap,\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tdecodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),\n\n\t\t\tclearcoat: useClearcoat,\n\t\t\tclearcoatMap: useClearcoat && !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,\n\n\t\t\tiridescence: useIridescence,\n\t\t\tiridescenceMap: useIridescence && !! material.iridescenceMap,\n\t\t\tiridescenceThicknessMap: useIridescence && !! material.iridescenceThicknessMap,\n\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\tspecularIntensityMap: !! material.specularIntensityMap,\n\t\t\tspecularColorMap: !! material.specularColorMap,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending,\n\n\t\t\talphaMap: !! material.alphaMap,\n\t\t\talphaTest: useAlphaTest,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: material.sheen > 0,\n\t\t\tsheenColorMap: !! material.sheenColorMap,\n\t\t\tsheenRoughnessMap: !! material.sheenRoughnessMap,\n\n\t\t\ttransmission: material.transmission > 0,\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\t\t\tthicknessMap: !! material.thicknessMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: !! material.depthPacking,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputEncoding );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputEncoding );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.vertexUvs );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.isWebGL2 )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.map )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.lightMap )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.aoMap )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.emissiveMap )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.bumpMap )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.normalMap )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.objectSpaceNormalMap )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.tangentSpaceNormalMap )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.clearcoatMap )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.clearcoatRoughnessMap )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.clearcoatNormalMap )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.iridescenceMap )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.iridescenceThicknessMap )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.displacementMap )\n\t\t\t_programLayers.enable( 21 );\n\t\tif ( parameters.specularMap )\n\t\t\t_programLayers.enable( 22 );\n\t\tif ( parameters.roughnessMap )\n\t\t\t_programLayers.enable( 23 );\n\t\tif ( parameters.metalnessMap )\n\t\t\t_programLayers.enable( 24 );\n\t\tif ( parameters.gradientMap )\n\t\t\t_programLayers.enable( 25 );\n\t\tif ( parameters.alphaMap )\n\t\t\t_programLayers.enable( 26 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 27 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 28 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 29 );\n\t\tif ( parameters.vertexUvs )\n\t\t\t_programLayers.enable( 30 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 31 );\n\t\tif ( parameters.uvsVertexOnly )\n\t\t\t_programLayers.enable( 32 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.physicallyCorrectLights )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.specularIntensityMap )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.specularColorMap )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.transmissionMap )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.thicknessMap )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.sheenColorMap )\n\t\t\t_programLayers.enable( 21 );\n\t\tif ( parameters.sheenRoughnessMap )\n\t\t\t_programLayers.enable( 22 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 23 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 24 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, physicallyCorrectLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( physicallyCorrectLights ) {\n\n\t\tlights.setup( lightsArray, physicallyCorrectLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshDistanceMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 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, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( 3088 );\n\tconst viewportParam = gl.getParameter( 2978 );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// 36009 is equivalent to 36160\n\n\t\t\t\tif ( target === 36009 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36160 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === 36160 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36009 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tdrawBuffers[ i ] = 36064 + i;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( drawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\tdrawBuffers[ 0 ] = 36064;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== 1029 ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = 1029;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t\t} else {\n\n\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );\n\n\t\t\t}\n\n\t\t}\n\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 769, 0, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 769, 0, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = 33984 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo$1( image ) {\n\n\t\treturn isPowerOfTwo( image.width ) && isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, encoding, forceLinearEncoding = false ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 33319 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33328;\n\t\t\tif ( glType === 5131 ) internalFormat = 33327;\n\t\t\tif ( glType === 5121 ) internalFormat = 33323;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = ( encoding === sRGBEncoding && forceLinearEncoding === false ) ? 35907 : 32856;\n\t\t\tif ( glType === 32819 ) internalFormat = 32854;\n\t\t\tif ( glType === 32820 ) internalFormat = 32855;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 33327 || internalFormat === 33328 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image, supportsMips ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t\tinfo.memory.textures --;\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = texture.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachmentProperties = properties.get( texture[ i ] );\n\n\t\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\t\tinfo.memory.textures --;\n\n\t\t\t\t}\n\n\t\t\t\tproperties.remove( texture[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.encoding );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture, 33984 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture, 33984 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture, 33984 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture, 33984 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = 35866;\n\t\tif ( texture.isData3DTexture ) textureType = 32879;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, 33984 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( 33984 + slot );\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\t\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.encoding );\n\n\t\t\tlet glType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = 6402;\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// validation checks for WebGL 1\n\n\t\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedIntType;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( 3553, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 35866, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( 35866, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( 35866, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage3D( 35866, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( 35866, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 35866, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( 35866, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 32879, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( 32879, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( 3553, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture, 33984 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( 33984 + slot );\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.encoding ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tlet levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 34067, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tstate.texStorage2D( 34067, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( 34067 );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === 3553 || ( textureTarget >= 34069 && textureTarget <= 34074 ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample || useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets !== true ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tconst textures = isMultipleRenderTargets ? texture : [ texture ];\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064 + i, 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tconst textures = renderTarget.texture;\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( 3553, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( 3553, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( 3553 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ];\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = 16384;\n\t\t\tconst invalidationArray = [];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? 33306 : 36096;\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\n\t\t\t// If MRT we need to remove FBO attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064 + i, 36161, null );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( 36009, 36064 + i, 3553, null, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tinvalidationArray.push( 36064 + i );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t\t}\n\n\t\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36008, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( 36008, [ depthStyle ] );\n\t\t\t\t\t_gl.invalidateFramebuffer( 36009, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t_gl.framebufferTexture2D( 36009, 36064, 3553, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( 36008, invalidationArray );\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36008, null );\n\t\t\tstate.bindFramebuffer( 36009, null );\n\n\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064 + i, 36161, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( 36009, 36064 + i, 3553, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst encoding = texture.encoding;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;\n\n\t\tif ( encoding !== LinearEncoding ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( encoding === sRGBEncoding ) {\n\n\t\t\t\tif ( isWebGL2 === false ) {\n\n\t\t\t\t\t// in WebGL 1, try to use EXT_sRGB extension and unsized formats\n\n\t\t\t\t\tif ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {\n\n\t\t\t\t\t\ttexture.format = _SRGBAFormat;\n\n\t\t\t\t\t\t// it's not possible to generate mips in WebGL 1 with this extension\n\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// slow fallback (CPU decode)\n\n\t\t\t\t\t\timage = ImageUtils.sRGBToLinear( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture encoding:', encoding );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p, encoding = null ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\n\t\t// WebGL 1 sRGB fallback\n\n\t\tif ( p === _SRGBAFormat ) {\n\n\t\t\textension = extensions.get( 'EXT_sRGB' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.SRGB_ALPHA_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return 6403;\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( encoding === sRGBEncoding ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC1\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC2\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\nclass DepthTexture extends Texture$1 {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\t\tconst attributes = gl.getContextAttributes();\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\tconst planes = new Set();\n\t\tconst planesLastChangedTimes = new Map();\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraVR = new ArrayCamera();\n\t\tcameraVR.layers.enable( 1 );\n\t\tcameraVR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tif ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,\n\t\t\t\t\t\talpha: attributes.alpha,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tencoding: renderer.outputEncoding,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? 35056 : 33190;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: 32856,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tencoding: renderer.outputEncoding,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\t\tdepthFar: cameraVR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraVR.cameras;\n\n\t\t\tupdateCamera( cameraVR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\tcameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale );\n\n\t\t\t// update user camera and its children\n\n\t\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\t\tconst children = camera.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraVR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getPlanes = function () {\n\n\t\t\treturn planes;\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame.detectedPlanes } );\n\n\t\t\t\tlet planesToRemove = null;\n\n\t\t\t\tfor ( const plane of planes ) {\n\n\t\t\t\t\tif ( ! frame.detectedPlanes.has( plane ) ) {\n\n\t\t\t\t\t\tif ( planesToRemove === null ) {\n\n\t\t\t\t\t\t\tplanesToRemove = [];\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tplanesToRemove.push( plane );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( planesToRemove !== null ) {\n\n\t\t\t\t\tfor ( const plane of planesToRemove ) {\n\n\t\t\t\t\t\tplanes.delete( plane );\n\t\t\t\t\t\tplanesLastChangedTimes.delete( plane );\n\t\t\t\t\t\tscope.dispatchEvent( { type: 'planeremoved', data: plane } );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tfor ( const plane of frame.detectedPlanes ) {\n\n\t\t\t\t\tif ( ! planes.has( plane ) ) {\n\n\t\t\t\t\t\tplanes.add( plane );\n\t\t\t\t\t\tplanesLastChangedTimes.set( plane, frame.lastChangedTime );\n\t\t\t\t\t\tscope.dispatchEvent( { type: 'planeadded', data: plane } );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst lastKnownTime = planesLastChangedTimes.get( plane );\n\n\t\t\t\t\t\tif ( plane.lastChangedTime > lastKnownTime ) {\n\n\t\t\t\t\t\t\tplanesLastChangedTimes.set( plane, plane.lastChangedTime );\n\t\t\t\t\t\t\tscope.dispatchEvent( { type: 'planechanged', data: plane } );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer.physicallyCorrectLights !== true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\t\t// 13. iridescence map\n\t\t// 14. iridescence thickness map\n\t\t// 15. specular intensity map\n\t\t// 16. specular tint map\n\t\t// 17. transmission map\n\t\t// 18. thickness map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t} else if ( material.iridescenceMap ) {\n\n\t\t\tuvScaleMap = material.iridescenceMap;\n\n\t\t} else if ( material.iridescenceThicknessMap ) {\n\n\t\t\tuvScaleMap = material.iridescenceThicknessMap;\n\n\t\t} else if ( material.specularIntensityMap ) {\n\n\t\t\tuvScaleMap = material.specularIntensityMap;\n\n\t\t} else if ( material.specularColorMap ) {\n\n\t\t\tuvScaleMap = material.specularColorMap;\n\n\t\t} else if ( material.transmissionMap ) {\n\n\t\t\tuvScaleMap = material.transmissionMap;\n\n\t\t} else if ( material.thicknessMap ) {\n\n\t\t\tuvScaleMap = material.thicknessMap;\n\n\t\t} else if ( material.sheenColorMap ) {\n\n\t\t\tuvScaleMap = material.sheenColorMap;\n\n\t\t} else if ( material.sheenRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.sheenRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t}\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( 35375 ) : 0; // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( 35345, buffer );\n\t\tgl.bufferData( 35345, size, usage );\n\t\tgl.bindBuffer( 35345, null );\n\t\tgl.bindBufferBase( 35345, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( 35345, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniform = uniforms[ i ];\n\n\t\t\t// partly update the buffer if necessary\n\n\t\t\tif ( hasUniformChanged( uniform, i, cache ) === true ) {\n\n\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\tfor ( let i = 0; i < values.length; i ++ ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\tgl.bufferSubData( 35345, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\tuniform.__data[ 3 ] = value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\tuniform.__data[ 7 ] = value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\tuniform.__data[ 11 ] = value.elements[ 0 ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgl.bufferSubData( 35345, offset, uniform.__data );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( 35345, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, cache ) {\n\n\t\tconst value = uniform.value;\n\n\t\tif ( cache[ index ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\tcache[ index ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tconst values = Array.isArray( value ) ? value : [ value ];\n\n\t\t\t\tconst tempValues = [];\n\n\t\t\t\tfor ( let i = 0; i < values.length; i ++ ) {\n\n\t\t\t\t\ttempValues.push( values[ i ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tcache[ index ] = tempValues;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\tif ( cache[ index ] !== value ) {\n\n\t\t\t\t\tcache[ index ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst cachedObjects = Array.isArray( cache[ index ] ) ? cache[ index ] : [ cache[ index ] ];\n\t\t\t\tconst values = Array.isArray( value ) ? value : [ value ];\n\n\t\t\t\tfor ( let i = 0; i < cachedObjects.length; i ++ ) {\n\n\t\t\t\t\tconst cachedObject = cachedObjects[ i ];\n\n\t\t\t\t\tif ( cachedObject.equals( values[ i ] ) === false ) {\n\n\t\t\t\t\t\tcachedObject.copy( values[ i ] );\n\t\t\t\t\t\treturn true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\t\tlet chunkOffset = 0; // offset within a single chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniform = uniforms[ i ];\n\n\t\t\tconst infos = {\n\t\t\t\tboundary: 0, // bytes\n\t\t\t\tstorage: 0 // bytes\n\t\t\t};\n\n\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\tfor ( let j = 0, jl = values.length; j < jl; j ++ ) {\n\n\t\t\t\tconst value = values[ j ];\n\n\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\tinfos.boundary += info.boundary;\n\t\t\t\tinfos.storage += info.storage;\n\n\t\t\t}\n\n\t\t\t// the following two properties will be used for partial buffer updates\n\n\t\t\tuniform.__data = new Float32Array( infos.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\tuniform.__offset = offset;\n\n\t\t\t//\n\n\t\t\tif ( i > 0 ) {\n\n\t\t\t\tchunkOffset = offset % chunkSize;\n\n\t\t\t\tconst remainingSizeInChunk = chunkSize - chunkOffset;\n\n\t\t\t\t// check for chunk overflow\n\n\t\t\t\tif ( chunkOffset !== 0 && ( remainingSizeInChunk - infos.boundary ) < 0 ) {\n\n\t\t\t\t\t// add padding and adjust offset\n\n\t\t\t\t\toffset += ( chunkSize - chunkOffset );\n\t\t\t\t\tuniform.__offset = offset;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\toffset += infos.storage;\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tchunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' ) {\n\n\t\t\t// float/int\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters = {} ) {\n\n\tthis.isWebGLRenderer = true;\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet _alpha;\n\n\tif ( _context !== null ) {\n\n\t\t_alpha = _context.getContextAttributes().alpha;\n\n\t} else {\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false;\n\n\t}\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// transmission\n\n\tlet _transmissionRenderTarget = null;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector2 = new Vector2();\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: true,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\tif ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t_canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates, uniformsGroups;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo();\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\trenderLists = new WebGLRenderLists();\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color ) bits |= 16384;\n\t\tif ( depth ) bits |= 256;\n\t\tif ( stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t_canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tcubeuvmaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\t\tuniformsGroups.dispose();\n\t\tprogramCache.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t_transmissionRenderTarget = null;\n\n\t\t}\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onContextCreationError( event ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\t//\n\n\t\tconst drawRange = geometry.drawRange;\n\t\tconst position = geometry.attributes.position;\n\n\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\tif ( group !== null ) {\n\n\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t}\n\n\t\tconst drawCount = drawEnd - drawStart;\n\n\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t//\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tfunction prepare( material, scene, object ) {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tprepare( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tprepare( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\trenderStateStack.pop();\n\t\tcurrentRenderState = null;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene );\n\n\t\t// render scene\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tif ( camera.isArrayCamera ) {\n\n\t\t\tconst cameras = camera.cameras;\n\n\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );\n\n\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t}\n\n\tfunction renderTransmissionPass( opaqueObjects, scene, camera ) {\n\n\t\tconst isWebGL2 = capabilities.isWebGL2;\n\n\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\tgenerateMipmaps: true,\n\t\t\t\ttype: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\tsamples: ( isWebGL2 && _antialias === true ) ? 4 : 0\n\t\t\t} );\n\n\t\t}\n\n\t\t_this.getDrawingBufferSize( _vector2 );\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t} else {\n\n\t\t\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\n\n\t\t}\n\n\t\t//\n\n\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\t\t_this.clear();\n\n\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\tconst currentToneMapping = _this.toneMapping;\n\t\t_this.toneMapping = NoToneMapping;\n\n\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t_this.toneMapping = currentToneMapping;\n\n\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\tmaterial.side = BackSide;\n\t\t\tmaterial.needsUpdate = true;\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\tmaterial.side = FrontSide;\n\t\t\tmaterial.needsUpdate = true;\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\tmaterial.side = DoubleSide;\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.skinning = parameters.skinning;\n\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t}\n\n\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding );\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\tconst vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;\n\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\tconst morphColors = !! geometry.morphAttributes.color;\n\t\tconst toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tobject.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t// UBOs\n\n\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\tif ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tlet useDefaultFramebuffer = true;\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\tstate.bindFramebuffer( 36160, null );\n\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t}\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tconst framebufferBound = state.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\n\n\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexSubImage2D( 3553, level, 0, 0, position.x, position.y, width, height );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst width = sourceBox.max.x - sourceBox.min.x + 1;\n\t\tconst height = sourceBox.max.y - sourceBox.min.y + 1;\n\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataArrayTexture ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;\n\n\t\t_gl.pixelStorei( 3314, image.width );\n\t\t_gl.pixelStorei( 32878, image.height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedArrayTexture ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );\n\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t} else {\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t}\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\n\t\treturn data;\n\n\t}\n\n\t// @deprecated\n\n\tget autoUpdate() {\n\n\t\tconsole.warn( 'THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.' );\n\t\treturn this.matrixWorldAutoUpdate;\n\n\t}\n\n\tset autoUpdate( value ) {\n\n\t\tconsole.warn( 'THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.' );\n\t\tthis.matrixWorldAutoUpdate = value;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = 'attached';\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tboneTransform( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( target ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture$1 {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix$1 = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = ceilPowerOfTwo( size );\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\t\tthis.boneTextureSize = size;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _identity = /*@__PURE__*/ new Matrix4();\nconst _mesh = /*@__PURE__*/ new Mesh();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\n\t\tthis.count = count;\n\n\t\tthis.frustumCulled = false;\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.setMatrixAt( i, _identity );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture$1 {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isVideoTexture = true;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nclass CompressedTexture extends Texture$1 {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.isCompressedTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nclass CompressedArrayTexture extends CompressedTexture {\n\n\tconstructor( mipmaps, width, height, depth, format, type ) {\n\n\t\tsuper( mipmaps, width, height, format, type );\n\n\t\tthis.isCompressedArrayTexture = true;\n\t\tthis.image.depth = depth;\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t}\n\n}\n\nclass CanvasTexture extends Texture$1 {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material$1 {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = Infinity;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._sheen = 0.0;\n\t\tthis._clearcoat = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// same as Array.prototype.slice, but also works on typed arrays\nfunction arraySlice( array, from, to ) {\n\n\tif ( isTypedArray( array ) ) {\n\n\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t}\n\n\treturn array.slice( from, to );\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = convertArray( times, this.TimeBufferType );\n\t\tthis.values = convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': convertArray( track.times, Array ),\n\t\t\t\t'values': convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = arraySlice( times, from, to );\n\t\t\tthis.values = arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = arraySlice( this.times ),\n\t\t\tvalues = arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = arraySlice( this.times, 0 );\n\t\tconst values = arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tflattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tflattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\n\t\t\t\t\t// Nginx needs X-File-Size check\n\t\t\t\t\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\n\t\t\t\t\tconst contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture$1();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix$1 );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.isSpotLightShadow = true;\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isSpotLight = true;\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay;\n\n\t\tthis.map = null;\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /*@__PURE__*/ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /*@__PURE__*/ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'map':\n\n\t\t\t\t\tif ( 'map' in targetObject ) {\n\n\t\t\t\t\t\ttargetObject = targetObject.map;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.map ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.map;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\tdeltaTime = 0;\n\n\t\t\t} else {\n\n\n\t\t\t\tthis._startTime = null; // unschedule\n\t\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\n\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, _controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp$1( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nvar DataUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tfromHalfFloat: fromHalfFloat,\n\ttoHalfFloat: toHalfFloat\n});\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\n/**\n * @license\n * Copyright 2019 Google LLC\n * SPDX-License-Identifier: BSD-3-Clause\n */\nconst t$2=window,e$2=t$2.ShadowRoot&&(void 0===t$2.ShadyCSS||t$2.ShadyCSS.nativeShadow)&&\"adoptedStyleSheets\"in Document.prototype&&\"replace\"in CSSStyleSheet.prototype,s$3=Symbol(),n$4=new WeakMap;class o$3{constructor(t,e,n){if(this._$cssResult$=!0,n!==s$3)throw Error(\"CSSResult is not constructable. 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All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// NOTE(cdata): The HAS_WEBXR_* constants can be enabled in Chrome by turning on\n// the appropriate flags. However, just because we have the API does not\n// guarantee that AR will work.\nconst HAS_WEBXR_DEVICE_API = navigator.xr != null &&\n self.XRSession != null && navigator.xr.isSessionSupported != null;\nconst HAS_WEBXR_HIT_TEST_API = HAS_WEBXR_DEVICE_API &&\n self.XRSession.prototype.requestHitTestSource != null;\nconst HAS_RESIZE_OBSERVER = self.ResizeObserver != null;\nconst HAS_INTERSECTION_OBSERVER = self.IntersectionObserver != null;\nconst IS_WEBXR_AR_CANDIDATE = HAS_WEBXR_HIT_TEST_API;\n(() => {\n const userAgent = navigator.userAgent || navigator.vendor || self.opera;\n let check = false;\n // eslint-disable-next-line\n if (/(android|bb\\d+|meego).+mobile|avantgo|bada\\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i\n .test(userAgent) ||\n /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\\-(n|u)|c55\\/|capi|ccwa|cdm\\-|cell|chtm|cldc|cmd\\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\\-s|devi|dica|dmob|do(c|p)o|ds(12|\\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\\-|_)|g1 u|g560|gene|gf\\-5|g\\-mo|go(\\.w|od)|gr(ad|un)|haie|hcit|hd\\-(m|p|t)|hei\\-|hi(pt|ta)|hp( i|ip)|hs\\-c|ht(c(\\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\\-(20|go|ma)|i230|iac( |\\-|\\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\\/)|klon|kpt |kwc\\-|kyo(c|k)|le(no|xi)|lg( g|\\/(k|l|u)|50|54|\\-[a-w])|libw|lynx|m1\\-w|m3ga|m50\\/|ma(te|ui|xo)|mc(01|21|ca)|m\\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\\-2|po(ck|rt|se)|prox|psio|pt\\-g|qa\\-a|qc(07|12|21|32|60|\\-[2-7]|i\\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\\-|oo|p\\-)|sdk\\/|se(c(\\-|0|1)|47|mc|nd|ri)|sgh\\-|shar|sie(\\-|m)|sk\\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\\-|v\\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\\-|tdg\\-|tel(i|m)|tim\\-|t\\-mo|to(pl|sh)|ts(70|m\\-|m3|m5)|tx\\-9|up(\\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\\-|your|zeto|zte\\-/i\n .test(userAgent.substr(0, 4))) {\n check = true;\n }\n return check;\n})();\n/\\bCrOS\\b/.test(navigator.userAgent);\nconst IS_ANDROID = /android/i.test(navigator.userAgent);\n// Prior to iOS 13, detecting iOS Safari was relatively straight-forward.\n// As of iOS 13, Safari on iPad (in its default configuration) reports the same\n// user-agent string as Safari on desktop MacOS. Strictly speaking, we only care\n// about iOS for the purposes if selecting for cases where Quick Look is known\n// to be supported. However, for API correctness purposes, we must rely on\n// known, detectable signals to distinguish iOS Safari from MacOS Safari. At the\n// time of this writing, there are no non-iOS/iPadOS Apple devices with\n// multi-touch displays.\n// @see https://stackoverflow.com/questions/57765958/how-to-detect-ipad-and-ipad-os-version-in-ios-13-and-up\n// @see https://forums.developer.apple.com/thread/119186\n// @see https://github.com/google/model-viewer/issues/758\nconst IS_IOS = (/iPad|iPhone|iPod/.test(navigator.userAgent) && !self.MSStream) ||\n (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1);\n// @see https://developer.chrome.com/multidevice/user-agent\n/Safari\\//.test(navigator.userAgent);\nconst IS_FIREFOX = /firefox/i.test(navigator.userAgent);\nconst IS_OCULUS = /OculusBrowser/.test(navigator.userAgent);\nIS_IOS && /CriOS\\//.test(navigator.userAgent);\nconst IS_SCENEVIEWER_CANDIDATE = IS_ANDROID && !IS_FIREFOX && !IS_OCULUS;\nconst IS_WKWEBVIEW = Boolean(window.webkit && window.webkit.messageHandlers);\n// If running in iOS Safari proper, and not within a WKWebView component instance, check for ARQL feature support.\n// Otherwise, if running in a WKWebView instance, check for known ARQL compatible iOS browsers, including:\n// Chrome (CriOS), Edge (EdgiOS), Firefox (FxiOS), Google App (GSA), DuckDuckGo (DuckDuckGo).\n// All other iOS browsers / apps will fail by default.\nconst IS_AR_QUICKLOOK_CANDIDATE = (() => {\n if (IS_IOS) {\n if (!IS_WKWEBVIEW) {\n const tempAnchor = document.createElement('a');\n return Boolean(tempAnchor.relList && tempAnchor.relList.supports && tempAnchor.relList.supports('ar'));\n }\n else {\n return Boolean(/CriOS\\/|EdgiOS\\/|FxiOS\\/|GSA\\/|DuckDuckGo\\//.test(navigator.userAgent));\n }\n }\n else {\n return false;\n }\n})();\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst deserializeUrl = (url) => (!!url && url !== 'null') ? toFullUrl(url) : null;\nconst assertIsArCandidate = () => {\n if (IS_WEBXR_AR_CANDIDATE) {\n return;\n }\n const missingApis = [];\n if (!HAS_WEBXR_DEVICE_API) {\n missingApis.push('WebXR Device API');\n }\n if (!HAS_WEBXR_HIT_TEST_API) {\n missingApis.push('WebXR Hit Test API');\n }\n throw new Error(`The following APIs are required for AR, but are missing in this browser: ${missingApis.join(', ')}`);\n};\n/**\n * Converts a partial URL string to a fully qualified URL string.\n *\n * @param {String} url\n * @return {String}\n */\nconst toFullUrl = (partialUrl) => {\n const url = new URL(partialUrl, window.location.toString());\n return url.toString();\n};\n/**\n * Returns a throttled version of a given function that is only invoked at most\n * once within a given threshold of time in milliseconds.\n *\n * The throttled version of the function has a \"flush\" property that resets the\n * threshold for cases when immediate invocation is desired.\n */\nconst throttle = (fn, ms) => {\n let timer = null;\n const throttled = (...args) => {\n if (timer != null) {\n return;\n }\n fn(...args);\n timer = self.setTimeout(() => timer = null, ms);\n };\n throttled.flush = () => {\n if (timer != null) {\n self.clearTimeout(timer);\n timer = null;\n }\n };\n return throttled;\n};\nconst debounce = (fn, ms) => {\n let timer = null;\n return (...args) => {\n if (timer != null) {\n self.clearTimeout(timer);\n }\n timer = self.setTimeout(() => {\n timer = null;\n fn(...args);\n }, ms);\n };\n};\n/**\n * @param {Number} value\n * @param {Number} lowerLimit\n * @param {Number} upperLimit\n * @return {Number} value clamped within lowerLimit..upperLimit\n */\nconst clamp = (value, lowerLimit, upperLimit) => Math.max(lowerLimit, Math.min(upperLimit, value));\n// The DPR we use for a \"capped\" scenario (see resolveDpr below):\nconst CAPPED_DEVICE_PIXEL_RATIO = 1;\n/**\n * This helper analyzes the layout of the current page to decide if we should\n * use the natural device pixel ratio, or a capped value.\n *\n * We cap DPR if there is no meta viewport (suggesting that user is not\n * consciously specifying how to scale the viewport relative to the device\n * screen size).\n *\n * The rationale is that this condition typically leads to a pathological\n * outcome on mobile devices. When the window dimensions are scaled up on a\n * device with a high DPR, we create a canvas that is much larger than\n * appropriate to accommodate for the pixel density if we naively use the\n * reported DPR.\n *\n * This value needs to be measured in real time, as device pixel ratio can\n * change over time (e.g., when a user zooms the page). Also, in some cases\n * (such as Firefox on Android), the window's innerWidth is initially reported\n * as the same as the screen's availWidth but changes later.\n *\n * A user who specifies a meta viewport, thereby consciously creating scaling\n * conditions where is slow, will be encouraged to live their\n * best life.\n */\nconst resolveDpr = (() => {\n // If true, implies that the user is conscious of the viewport scaling\n // relative to the device screen size.\n const HAS_META_VIEWPORT_TAG = (() => {\n var _a;\n // Search result pages sometimes do not include a meta viewport tag even\n // though they are certainly modern and work properly with devicePixelRatio.\n if ((_a = document.documentElement.getAttribute('itemtype')) === null || _a === void 0 ? void 0 : _a.includes('schema.org/SearchResultsPage')) {\n return true;\n }\n const metas = document.head != null ?\n Array.from(document.head.querySelectorAll('meta')) :\n [];\n for (const meta of metas) {\n if (meta.name === 'viewport') {\n return true;\n }\n }\n return false;\n })();\n if (!HAS_META_VIEWPORT_TAG) {\n console.warn('No detected; will cap pixel density at 1.');\n }\n return () => HAS_META_VIEWPORT_TAG ? window.devicePixelRatio :\n CAPPED_DEVICE_PIXEL_RATIO;\n})();\n/**\n * Debug mode is enabled when one of the two following conditions is true:\n *\n * 1. A 'model-viewer-debug-mode' query parameter is present in the current\n * search string\n * 2. There is a global object ModelViewerElement with a debugMode property set\n * to true\n */\nconst isDebugMode = (() => {\n const debugQueryParameterName = 'model-viewer-debug-mode';\n const debugQueryParameter = new RegExp(`[?&]${debugQueryParameterName}(&|$)`);\n return () => (self.ModelViewerElement &&\n self.ModelViewerElement.debugMode) ||\n (self.location && self.location.search &&\n self.location.search.match(debugQueryParameter));\n})();\nconst timePasses = (ms = 0) => new Promise(resolve => setTimeout(resolve, ms));\n/**\n * @param {EventTarget|EventDispatcher} target\n * @param {string} eventName\n * @param {?Function} predicate\n */\nconst waitForEvent = (target, eventName, predicate = null) => new Promise(resolve => {\n function handler(event) {\n if (!predicate || predicate(event)) {\n resolve(event);\n target.removeEventListener(eventName, handler);\n }\n }\n target.addEventListener(eventName, handler);\n});\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$7 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nconst BASE_OPACITY = 0.5;\nconst DEFAULT_SHADOW_INTENSITY = 0.0;\nconst DEFAULT_SHADOW_SOFTNESS = 1.0;\nconst DEFAULT_EXPOSURE = 1.0;\nconst $currentEnvironmentMap = Symbol('currentEnvironmentMap');\nconst $currentBackground = Symbol('currentBackground');\nconst $updateEnvironment = Symbol('updateEnvironment');\nconst $cancelEnvironmentUpdate = Symbol('cancelEnvironmentUpdate');\nconst EnvironmentMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class EnvironmentModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.environmentImage = null;\n this.skyboxImage = null;\n this.shadowIntensity = DEFAULT_SHADOW_INTENSITY;\n this.shadowSoftness = DEFAULT_SHADOW_SOFTNESS;\n this.exposure = DEFAULT_EXPOSURE;\n this[_a] = null;\n this[_b] = null;\n this[_c] = null;\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('shadowIntensity')) {\n this[$scene].setShadowIntensity(this.shadowIntensity * BASE_OPACITY);\n this[$needsRender]();\n }\n if (changedProperties.has('shadowSoftness')) {\n this[$scene].setShadowSoftness(this.shadowSoftness);\n this[$needsRender]();\n }\n if (changedProperties.has('exposure')) {\n this[$scene].exposure = this.exposure;\n this[$needsRender]();\n }\n if ((changedProperties.has('environmentImage') ||\n changedProperties.has('skyboxImage')) &&\n this[$shouldAttemptPreload]()) {\n this[$updateEnvironment]();\n }\n }\n hasBakedShadow() {\n return this[$scene].bakedShadows.size > 0;\n }\n async [(_a = $currentEnvironmentMap, _b = $currentBackground, _c = $cancelEnvironmentUpdate, $updateEnvironment)]() {\n const { skyboxImage, environmentImage } = this;\n if (this[$cancelEnvironmentUpdate] != null) {\n this[$cancelEnvironmentUpdate]();\n this[$cancelEnvironmentUpdate] = null;\n }\n const { textureUtils } = this[$renderer];\n if (textureUtils == null) {\n return;\n }\n const updateEnvProgress = this[$progressTracker].beginActivity();\n try {\n const { environmentMap, skybox } = await textureUtils.generateEnvironmentMapAndSkybox(deserializeUrl(skyboxImage), environmentImage, (progress) => updateEnvProgress(clamp(progress, 0, 1)));\n if (this[$currentEnvironmentMap] !== environmentMap) {\n this[$currentEnvironmentMap] = environmentMap;\n this.dispatchEvent(new CustomEvent('environment-change'));\n }\n if (skybox != null) {\n // When using the same environment and skybox, use the environment as\n // it gives HDR filtering.\n this[$currentBackground] =\n skybox.name === environmentMap.name ? environmentMap : skybox;\n }\n else {\n this[$currentBackground] = null;\n }\n this[$scene].setEnvironmentAndSkybox(this[$currentEnvironmentMap], this[$currentBackground]);\n this[$scene].dispatchEvent({ type: 'envmap-update' });\n }\n catch (errorOrPromise) {\n if (errorOrPromise instanceof Error) {\n this[$scene].setEnvironmentAndSkybox(null, null);\n throw errorOrPromise;\n }\n }\n finally {\n updateEnvProgress(1.0);\n }\n }\n }\n __decorate$7([\n e$3({ type: String, attribute: 'environment-image' })\n ], EnvironmentModelViewerElement.prototype, \"environmentImage\", void 0);\n __decorate$7([\n e$3({ type: String, attribute: 'skybox-image' })\n ], EnvironmentModelViewerElement.prototype, \"skyboxImage\", void 0);\n __decorate$7([\n e$3({ type: Number, attribute: 'shadow-intensity' })\n ], EnvironmentModelViewerElement.prototype, \"shadowIntensity\", void 0);\n __decorate$7([\n e$3({ type: Number, attribute: 'shadow-softness' })\n ], EnvironmentModelViewerElement.prototype, \"shadowSoftness\", void 0);\n __decorate$7([\n e$3({\n type: Number,\n })\n ], EnvironmentModelViewerElement.prototype, \"exposure\", void 0);\n return EnvironmentModelViewerElement;\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar CloseIcon = y `\n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n`;\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar ControlsPrompt = y `\n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n`;\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar ARGlyph = y `\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\t\n\t\n\n`;\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst templateResult = y `\n\n
\n
\n
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\n \n \n ${ARGlyph}\n \n \n
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\n
\n
\n\n
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\n \n ${ControlsPrompt}\n \n
\n
\n\n
\n \n \n
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\n
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\n\n
\n \n \n ${CloseIcon}\n \n \n
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`;\nconst makeTemplate = (shadowRoot) => {\n Z(templateResult, shadowRoot);\n};\n\nconst _taskCache$1 = new WeakMap();\n\nclass DRACOLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.decoderPath = '';\n\t\tthis.decoderConfig = {};\n\t\tthis.decoderBinary = null;\n\t\tthis.decoderPending = null;\n\n\t\tthis.workerLimit = 4;\n\t\tthis.workerPool = [];\n\t\tthis.workerNextTaskID = 1;\n\t\tthis.workerSourceURL = '';\n\n\t\tthis.defaultAttributeIDs = {\n\t\t\tposition: 'POSITION',\n\t\t\tnormal: 'NORMAL',\n\t\t\tcolor: 'COLOR',\n\t\t\tuv: 'TEX_COORD'\n\t\t};\n\t\tthis.defaultAttributeTypes = {\n\t\t\tposition: 'Float32Array',\n\t\t\tnormal: 'Float32Array',\n\t\t\tcolor: 'Float32Array',\n\t\t\tuv: 'Float32Array'\n\t\t};\n\n\t}\n\n\tsetDecoderPath( path ) {\n\n\t\tthis.decoderPath = path;\n\n\t\treturn this;\n\n\t}\n\n\tsetDecoderConfig( config ) {\n\n\t\tthis.decoderConfig = config;\n\n\t\treturn this;\n\n\t}\n\n\tsetWorkerLimit( workerLimit ) {\n\n\t\tthis.workerLimit = workerLimit;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst loader = new FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, ( buffer ) => {\n\n\t\t\tthis.decodeDracoFile( buffer, onLoad ).catch( onError );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tdecodeDracoFile( buffer, callback, attributeIDs, attributeTypes ) {\n\n\t\tconst taskConfig = {\n\t\t\tattributeIDs: attributeIDs || this.defaultAttributeIDs,\n\t\t\tattributeTypes: attributeTypes || this.defaultAttributeTypes,\n\t\t\tuseUniqueIDs: !! attributeIDs\n\t\t};\n\n\t\treturn this.decodeGeometry( buffer, taskConfig ).then( callback );\n\n\t}\n\n\tdecodeGeometry( buffer, taskConfig ) {\n\n\t\tconst taskKey = JSON.stringify( taskConfig );\n\n\t\t// Check for an existing task using this buffer. A transferred buffer cannot be transferred\n\t\t// again from this thread.\n\t\tif ( _taskCache$1.has( buffer ) ) {\n\n\t\t\tconst cachedTask = _taskCache$1.get( buffer );\n\n\t\t\tif ( cachedTask.key === taskKey ) {\n\n\t\t\t\treturn cachedTask.promise;\n\n\t\t\t} else if ( buffer.byteLength === 0 ) {\n\n\t\t\t\t// Technically, it would be possible to wait for the previous task to complete,\n\t\t\t\t// transfer the buffer back, and decode again with the second configuration. That\n\t\t\t\t// is complex, and I don't know of any reason to decode a Draco buffer twice in\n\t\t\t\t// different ways, so this is left unimplemented.\n\t\t\t\tthrow new Error(\n\n\t\t\t\t\t'THREE.DRACOLoader: Unable to re-decode a buffer with different ' +\n\t\t\t\t\t'settings. Buffer has already been transferred.'\n\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet worker;\n\t\tconst taskID = this.workerNextTaskID ++;\n\t\tconst taskCost = buffer.byteLength;\n\n\t\t// Obtain a worker and assign a task, and construct a geometry instance\n\t\t// when the task completes.\n\t\tconst geometryPending = this._getWorker( taskID, taskCost )\n\t\t\t.then( ( _worker ) => {\n\n\t\t\t\tworker = _worker;\n\n\t\t\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\t\t\tworker._callbacks[ taskID ] = { resolve, reject };\n\n\t\t\t\t\tworker.postMessage( { type: 'decode', id: taskID, taskConfig, buffer }, [ buffer ] );\n\n\t\t\t\t\t// this.debug();\n\n\t\t\t\t} );\n\n\t\t\t} )\n\t\t\t.then( ( message ) => this._createGeometry( message.geometry ) );\n\n\t\t// Remove task from the task list.\n\t\t// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)\n\t\tgeometryPending\n\t\t\t.catch( () => true )\n\t\t\t.then( () => {\n\n\t\t\t\tif ( worker && taskID ) {\n\n\t\t\t\t\tthis._releaseTask( worker, taskID );\n\n\t\t\t\t\t// this.debug();\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t// Cache the task result.\n\t\t_taskCache$1.set( buffer, {\n\n\t\t\tkey: taskKey,\n\t\t\tpromise: geometryPending\n\n\t\t} );\n\n\t\treturn geometryPending;\n\n\t}\n\n\t_createGeometry( geometryData ) {\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tif ( geometryData.index ) {\n\n\t\t\tgeometry.setIndex( new BufferAttribute( geometryData.index.array, 1 ) );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < geometryData.attributes.length; i ++ ) {\n\n\t\t\tconst attribute = geometryData.attributes[ i ];\n\t\t\tconst name = attribute.name;\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tgeometry.setAttribute( name, new BufferAttribute( array, itemSize ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n\t_loadLibrary( url, responseType ) {\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.decoderPath );\n\t\tloader.setResponseType( responseType );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\tloader.load( url, resolve, undefined, reject );\n\n\t\t} );\n\n\t}\n\n\tpreload() {\n\n\t\tthis._initDecoder();\n\n\t\treturn this;\n\n\t}\n\n\t_initDecoder() {\n\n\t\tif ( this.decoderPending ) return this.decoderPending;\n\n\t\tconst useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js';\n\t\tconst librariesPending = [];\n\n\t\tif ( useJS ) {\n\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) );\n\n\t\t} else {\n\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) );\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) );\n\n\t\t}\n\n\t\tthis.decoderPending = Promise.all( librariesPending )\n\t\t\t.then( ( libraries ) => {\n\n\t\t\t\tconst jsContent = libraries[ 0 ];\n\n\t\t\t\tif ( ! useJS ) {\n\n\t\t\t\t\tthis.decoderConfig.wasmBinary = libraries[ 1 ];\n\n\t\t\t\t}\n\n\t\t\t\tconst fn = DRACOWorker.toString();\n\n\t\t\t\tconst body = [\n\t\t\t\t\t'/* draco decoder */',\n\t\t\t\t\tjsContent,\n\t\t\t\t\t'',\n\t\t\t\t\t'/* worker */',\n\t\t\t\t\tfn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )\n\t\t\t\t].join( '\\n' );\n\n\t\t\t\tthis.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );\n\n\t\t\t} );\n\n\t\treturn this.decoderPending;\n\n\t}\n\n\t_getWorker( taskID, taskCost ) {\n\n\t\treturn this._initDecoder().then( () => {\n\n\t\t\tif ( this.workerPool.length < this.workerLimit ) {\n\n\t\t\t\tconst worker = new Worker( this.workerSourceURL );\n\n\t\t\t\tworker._callbacks = {};\n\t\t\t\tworker._taskCosts = {};\n\t\t\t\tworker._taskLoad = 0;\n\n\t\t\t\tworker.postMessage( { type: 'init', decoderConfig: this.decoderConfig } );\n\n\t\t\t\tworker.onmessage = function ( e ) {\n\n\t\t\t\t\tconst message = e.data;\n\n\t\t\t\t\tswitch ( message.type ) {\n\n\t\t\t\t\t\tcase 'decode':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].resolve( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'error':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].reject( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.DRACOLoader: Unexpected message, \"' + message.type + '\"' );\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t\tthis.workerPool.push( worker );\n\n\t\t\t} else {\n\n\t\t\t\tthis.workerPool.sort( function ( a, b ) {\n\n\t\t\t\t\treturn a._taskLoad > b._taskLoad ? - 1 : 1;\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tconst worker = this.workerPool[ this.workerPool.length - 1 ];\n\t\t\tworker._taskCosts[ taskID ] = taskCost;\n\t\t\tworker._taskLoad += taskCost;\n\t\t\treturn worker;\n\n\t\t} );\n\n\t}\n\n\t_releaseTask( worker, taskID ) {\n\n\t\tworker._taskLoad -= worker._taskCosts[ taskID ];\n\t\tdelete worker._callbacks[ taskID ];\n\t\tdelete worker._taskCosts[ taskID ];\n\n\t}\n\n\tdebug() {\n\n\t\tconsole.log( 'Task load: ', this.workerPool.map( ( worker ) => worker._taskLoad ) );\n\n\t}\n\n\tdispose() {\n\n\t\tfor ( let i = 0; i < this.workerPool.length; ++ i ) {\n\n\t\t\tthis.workerPool[ i ].terminate();\n\n\t\t}\n\n\t\tthis.workerPool.length = 0;\n\n\t\tif ( this.workerSourceURL !== '' ) {\n\n\t\t\tURL.revokeObjectURL( this.workerSourceURL );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/* WEB WORKER */\n\nfunction DRACOWorker() {\n\n\tlet decoderConfig;\n\tlet decoderPending;\n\n\tonmessage = function ( e ) {\n\n\t\tconst message = e.data;\n\n\t\tswitch ( message.type ) {\n\n\t\t\tcase 'init':\n\t\t\t\tdecoderConfig = message.decoderConfig;\n\t\t\t\tdecoderPending = new Promise( function ( resolve/*, reject*/ ) {\n\n\t\t\t\t\tdecoderConfig.onModuleLoaded = function ( draco ) {\n\n\t\t\t\t\t\t// Module is Promise-like. Wrap before resolving to avoid loop.\n\t\t\t\t\t\tresolve( { draco: draco } );\n\n\t\t\t\t\t};\n\n\t\t\t\t\tDracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t\tcase 'decode':\n\t\t\t\tconst buffer = message.buffer;\n\t\t\t\tconst taskConfig = message.taskConfig;\n\t\t\t\tdecoderPending.then( ( module ) => {\n\n\t\t\t\t\tconst draco = module.draco;\n\t\t\t\t\tconst decoder = new draco.Decoder();\n\t\t\t\t\tconst decoderBuffer = new draco.DecoderBuffer();\n\t\t\t\t\tdecoderBuffer.Init( new Int8Array( buffer ), buffer.byteLength );\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\tconst geometry = decodeGeometry( draco, decoder, decoderBuffer, taskConfig );\n\n\t\t\t\t\t\tconst buffers = geometry.attributes.map( ( attr ) => attr.array.buffer );\n\n\t\t\t\t\t\tif ( geometry.index ) buffers.push( geometry.index.array.buffer );\n\n\t\t\t\t\t\tself.postMessage( { type: 'decode', id: message.id, geometry }, buffers );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tconsole.error( error );\n\n\t\t\t\t\t\tself.postMessage( { type: 'error', id: message.id, error: error.message } );\n\n\t\t\t\t\t} finally {\n\n\t\t\t\t\t\tdraco.destroy( decoderBuffer );\n\t\t\t\t\t\tdraco.destroy( decoder );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t};\n\n\tfunction decodeGeometry( draco, decoder, decoderBuffer, taskConfig ) {\n\n\t\tconst attributeIDs = taskConfig.attributeIDs;\n\t\tconst attributeTypes = taskConfig.attributeTypes;\n\n\t\tlet dracoGeometry;\n\t\tlet decodingStatus;\n\n\t\tconst geometryType = decoder.GetEncodedGeometryType( decoderBuffer );\n\n\t\tif ( geometryType === draco.TRIANGULAR_MESH ) {\n\n\t\t\tdracoGeometry = new draco.Mesh();\n\t\t\tdecodingStatus = decoder.DecodeBufferToMesh( decoderBuffer, dracoGeometry );\n\n\t\t} else if ( geometryType === draco.POINT_CLOUD ) {\n\n\t\t\tdracoGeometry = new draco.PointCloud();\n\t\t\tdecodingStatus = decoder.DecodeBufferToPointCloud( decoderBuffer, dracoGeometry );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.DRACOLoader: Unexpected geometry type.' );\n\n\t\t}\n\n\t\tif ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) {\n\n\t\t\tthrow new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() );\n\n\t\t}\n\n\t\tconst geometry = { index: null, attributes: [] };\n\n\t\t// Gather all vertex attributes.\n\t\tfor ( const attributeName in attributeIDs ) {\n\n\t\t\tconst attributeType = self[ attributeTypes[ attributeName ] ];\n\n\t\t\tlet attribute;\n\t\t\tlet attributeID;\n\n\t\t\t// A Draco file may be created with default vertex attributes, whose attribute IDs\n\t\t\t// are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively,\n\t\t\t// a Draco file may contain a custom set of attributes, identified by known unique\n\t\t\t// IDs. glTF files always do the latter, and `.drc` files typically do the former.\n\t\t\tif ( taskConfig.useUniqueIDs ) {\n\n\t\t\t\tattributeID = attributeIDs[ attributeName ];\n\t\t\t\tattribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID );\n\n\t\t\t} else {\n\n\t\t\t\tattributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] );\n\n\t\t\t\tif ( attributeID === - 1 ) continue;\n\n\t\t\t\tattribute = decoder.GetAttribute( dracoGeometry, attributeID );\n\n\t\t\t}\n\n\t\t\tgeometry.attributes.push( decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) );\n\n\t\t}\n\n\t\t// Add index.\n\t\tif ( geometryType === draco.TRIANGULAR_MESH ) {\n\n\t\t\tgeometry.index = decodeIndex( draco, decoder, dracoGeometry );\n\n\t\t}\n\n\t\tdraco.destroy( dracoGeometry );\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction decodeIndex( draco, decoder, dracoGeometry ) {\n\n\t\tconst numFaces = dracoGeometry.num_faces();\n\t\tconst numIndices = numFaces * 3;\n\t\tconst byteLength = numIndices * 4;\n\n\t\tconst ptr = draco._malloc( byteLength );\n\t\tdecoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr );\n\t\tconst index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice();\n\t\tdraco._free( ptr );\n\n\t\treturn { array: index, itemSize: 1 };\n\n\t}\n\n\tfunction decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) {\n\n\t\tconst numComponents = attribute.num_components();\n\t\tconst numPoints = dracoGeometry.num_points();\n\t\tconst numValues = numPoints * numComponents;\n\t\tconst byteLength = numValues * attributeType.BYTES_PER_ELEMENT;\n\t\tconst dataType = getDracoDataType( draco, attributeType );\n\n\t\tconst ptr = draco._malloc( byteLength );\n\t\tdecoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr );\n\t\tconst array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice();\n\t\tdraco._free( ptr );\n\n\t\treturn {\n\t\t\tname: attributeName,\n\t\t\tarray: array,\n\t\t\titemSize: numComponents\n\t\t};\n\n\t}\n\n\tfunction getDracoDataType( draco, attributeType ) {\n\n\t\tswitch ( attributeType ) {\n\n\t\t\tcase Float32Array: return draco.DT_FLOAT32;\n\t\t\tcase Int8Array: return draco.DT_INT8;\n\t\t\tcase Int16Array: return draco.DT_INT16;\n\t\t\tcase Int32Array: return draco.DT_INT32;\n\t\t\tcase Uint8Array: return draco.DT_UINT8;\n\t\t\tcase Uint16Array: return draco.DT_UINT16;\n\t\t\tcase Uint32Array: return draco.DT_UINT32;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} drawMode\n * @return {BufferGeometry}\n */\nfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\tif ( drawMode === TrianglesDrawMode ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );\n\t\treturn geometry;\n\n\t}\n\n\tif ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) {\n\n\t\tlet index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tconst indices = [];\n\n\t\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst numberOfTriangles = index.count - 2;\n\t\tconst newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( let i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( let i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tconst newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\t\tnewGeometry.clearGroups();\n\n\t\treturn newGeometry;\n\n\t} else {\n\n\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass GLTFLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension$1( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSheenExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension$1( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsVolumeExtension$1( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIorExtension$1( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsEmissiveStrengthExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSpecularExtension$1( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIridescenceExtension$1( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshGpuInstancing( parser );\n\n\t\t} );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet resourcePath;\n\n\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\tresourcePath = this.resourcePath;\n\n\t\t} else if ( this.path !== '' ) {\n\n\t\t\tresourcePath = this.path;\n\n\t\t} else {\n\n\t\t\tresourcePath = LoaderUtils.extractUrlBase( url );\n\n\t\t}\n\n\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\tthis.manager.itemStart( url );\n\n\t\tconst _onError = function ( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t};\n\n\t\tconst loader = new FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, function ( data ) {\n\n\t\t\ttry {\n\n\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, _onError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\t_onError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, _onError );\n\n\t}\n\n\tsetDRACOLoader( dracoLoader ) {\n\n\t\tthis.dracoLoader = dracoLoader;\n\t\treturn this;\n\n\t}\n\n\tsetDDSLoader() {\n\n\t\tthrow new Error(\n\n\t\t\t'THREE.GLTFLoader: \"MSFT_texture_dds\" no longer supported. Please update to \"KHR_texture_basisu\".'\n\n\t\t);\n\n\t}\n\n\tsetKTX2Loader( ktx2Loader ) {\n\n\t\tthis.ktx2Loader = ktx2Loader;\n\t\treturn this;\n\n\t}\n\n\tsetMeshoptDecoder( meshoptDecoder ) {\n\n\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\treturn this;\n\n\t}\n\n\tregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tparse( data, path, onLoad, onError ) {\n\n\t\tlet json;\n\t\tconst extensions = {};\n\t\tconst plugins = {};\n\t\tconst textDecoder = new TextDecoder();\n\n\t\tif ( typeof data === 'string' ) {\n\n\t\t\tjson = JSON.parse( data );\n\n\t\t} else if ( data instanceof ArrayBuffer ) {\n\n\t\t\tconst magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) );\n\n\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tjson = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content );\n\n\t\t\t} else {\n\n\t\t\t\tjson = JSON.parse( textDecoder.decode( data ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tjson = data;\n\n\t\t}\n\n\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst parser = new GLTFParser( json, {\n\n\t\t\tpath: path || this.resourcePath || '',\n\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\trequestHeader: this.requestHeader,\n\t\t\tmanager: this.manager,\n\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t} );\n\n\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\tfor ( let i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\tconst plugin = this.pluginCallbacks[ i ]( parser );\n\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t// Remove this workaround if we move all the existing\n\t\t\t// extension handlers to plugin system\n\t\t\textensions[ plugin.name ] = true;\n\n\t\t}\n\n\t\tif ( json.extensionsUsed ) {\n\n\t\t\tfor ( let i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\tconst extensionName = json.extensionsUsed[ i ];\n\t\t\t\tconst extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension$1();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tparser.setExtensions( extensions );\n\t\tparser.setPlugins( plugins );\n\t\tparser.parse( onLoad, onError );\n\n\t}\n\n\tparseAsync( data, path ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.parse( data, path, resolve, reject );\n\n\t\t} );\n\n\t}\n\n}\n\n/* GLTFREGISTRY */\n\nfunction GLTFRegistry() {\n\n\tlet objects = {};\n\n\treturn\t{\n\n\t\tget: function ( key ) {\n\n\t\t\treturn objects[ key ];\n\n\t\t},\n\n\t\tadd: function ( key, object ) {\n\n\t\t\tobjects[ key ] = object;\n\n\t\t},\n\n\t\tremove: function ( key ) {\n\n\t\t\tdelete objects[ key ];\n\n\t\t},\n\n\t\tremoveAll: function () {\n\n\t\t\tobjects = {};\n\n\t\t}\n\n\t};\n\n}\n\n/*********************************/\n/********** EXTENSIONS ***********/\n/*********************************/\n\nconst EXTENSIONS = {\n\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\tKHR_MATERIALS_IOR: 'KHR_materials_ior',\n\tKHR_MATERIALS_SHEEN: 'KHR_materials_sheen',\n\tKHR_MATERIALS_SPECULAR: 'KHR_materials_specular',\n\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\tKHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence',\n\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\tKHR_MATERIALS_VOLUME: 'KHR_materials_volume',\n\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\tKHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength',\n\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression',\n\tEXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing'\n};\n\n/**\n * Punctual Lights Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n */\nclass GLTFLightsExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\t_markDefs() {\n\n\t\tconst parser = this.parser;\n\t\tconst nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_loadLight( lightIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst cacheKey = 'light:' + lightIndex;\n\t\tlet dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tconst json = parser.json;\n\t\tconst extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tconst lightDefs = extensions.lights || [];\n\t\tconst lightDef = lightDefs[ lightIndex ];\n\t\tlet lightNode;\n\n\t\tconst color = new Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.fromArray( lightDef.color );\n\n\t\tconst range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tassignExtrasToUserData( lightNode, lightDef );\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t}\n\n\tgetDependency( type, index ) {\n\n\t\tif ( type !== 'light' ) return;\n\n\t\treturn this._loadLight( index );\n\n\t}\n\n\tcreateNodeAttachment( nodeIndex ) {\n\n\t\tconst self = this;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\t\tconst lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tconst lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Unlit Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n */\nclass GLTFMaterialsUnlitExtension$1 {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tgetMaterialType() {\n\n\t\treturn MeshBasicMaterial;\n\n\t}\n\n\textendParams( materialParams, materialDef, parser ) {\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, sRGBEncoding ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Emissive Strength Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md\n */\nclass GLTFMaterialsEmissiveStrengthExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst emissiveStrength = materialDef.extensions[ this.name ].emissiveStrength;\n\n\t\tif ( emissiveStrength !== undefined ) {\n\n\t\t\tmaterialParams.emissiveIntensity = emissiveStrength;\n\n\t\t}\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Clearcoat Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n */\nclass GLTFMaterialsClearcoatExtension$1 {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\tmaterialParams.clearcoatNormalScale = new Vector2( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Iridescence Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence\n */\nclass GLTFMaterialsIridescenceExtension$1 {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.iridescenceFactor !== undefined ) {\n\n\t\t\tmaterialParams.iridescence = extension.iridescenceFactor;\n\n\t\t}\n\n\t\tif ( extension.iridescenceTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) );\n\n\t\t}\n\n\t\tif ( extension.iridescenceIor !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceIOR = extension.iridescenceIor;\n\n\t\t}\n\n\t\tif ( materialParams.iridescenceThicknessRange === undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange = [ 100, 400 ];\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessMinimum !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum;\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessMaximum !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum;\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Sheen Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen\n */\nclass GLTFMaterialsSheenExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SHEEN;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.sheenColor = new Color( 0, 0, 0 );\n\t\tmaterialParams.sheenRoughness = 0;\n\t\tmaterialParams.sheen = 1;\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.sheenColorFactor !== undefined ) {\n\n\t\t\tmaterialParams.sheenColor.fromArray( extension.sheenColorFactor );\n\n\t\t}\n\n\t\tif ( extension.sheenRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.sheenRoughness = extension.sheenRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.sheenColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, sRGBEncoding ) );\n\n\t\t}\n\n\t\tif ( extension.sheenRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Transmission Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n */\nclass GLTFMaterialsTransmissionExtension$1 {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Volume Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume\n */\nclass GLTFMaterialsVolumeExtension$1 {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_VOLUME;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;\n\n\t\tif ( extension.thicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );\n\n\t\t}\n\n\t\tmaterialParams.attenuationDistance = extension.attenuationDistance || Infinity;\n\n\t\tconst colorArray = extension.attenuationColor || [ 1, 1, 1 ];\n\t\tmaterialParams.attenuationColor = new Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials ior Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior\n */\nclass GLTFMaterialsIorExtension$1 {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IOR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Materials specular Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular\n */\nclass GLTFMaterialsSpecularExtension$1 {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;\n\n\t\tif ( extension.specularTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );\n\n\t\t}\n\n\t\tconst colorArray = extension.specularColorFactor || [ 1, 1, 1 ];\n\t\tmaterialParams.specularColor = new Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );\n\n\t\tif ( extension.specularColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, sRGBEncoding ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * BasisU Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n */\nclass GLTFTextureBasisUExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ this.name ];\n\t\tconst loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t}\n\n}\n\n/**\n * WebP Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n */\nclass GLTFTextureWebPExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst name = this.name;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ name ];\n\t\tconst source = json.images[ extension.source ];\n\n\t\tlet loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t}\n\n\tdetectSupport() {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tconst image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t}\n\n}\n\n/**\n * meshopt BufferView Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n */\nclass GLTFMeshoptCompression {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tloadBufferView( index ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tconst extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tconst buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tconst decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn buffer.then( function ( res ) {\n\n\t\t\t\tconst byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tconst byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tconst count = extensionDef.count;\n\t\t\t\tconst stride = extensionDef.byteStride;\n\n\t\t\t\tconst source = new Uint8Array( res, byteOffset, byteLength );\n\n\t\t\t\tif ( decoder.decodeGltfBufferAsync ) {\n\n\t\t\t\t\treturn decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) {\n\n\t\t\t\t\t\treturn res.buffer;\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync\n\t\t\t\t\treturn decoder.ready.then( function () {\n\n\t\t\t\t\t\tconst result = new ArrayBuffer( count * stride );\n\t\t\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\t\t\treturn result;\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * GPU Instancing Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing\n *\n */\nclass GLTFMeshGpuInstancing {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING;\n\t\tthis.parser = parser;\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] ||\n\t\t\tnodeDef.mesh === undefined ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst meshDef = json.meshes[ nodeDef.mesh ];\n\n\t\t// No Points or Lines + Instancing support yet\n\n\t\tfor ( const primitive of meshDef.primitives ) {\n\n\t\t\tif ( primitive.mode !== WEBGL_CONSTANTS$1.TRIANGLES &&\n\t\t\t\t primitive.mode !== WEBGL_CONSTANTS$1.TRIANGLE_STRIP &&\n\t\t\t\t primitive.mode !== WEBGL_CONSTANTS$1.TRIANGLE_FAN &&\n\t\t\t\t primitive.mode !== undefined ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extensionDef = nodeDef.extensions[ this.name ];\n\t\tconst attributesDef = extensionDef.attributes;\n\n\t\t// @TODO: Can we support InstancedMesh + SkinnedMesh?\n\n\t\tconst pending = [];\n\t\tconst attributes = {};\n\n\t\tfor ( const key in attributesDef ) {\n\n\t\t\tpending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => {\n\n\t\t\t\tattributes[ key ] = accessor;\n\t\t\t\treturn attributes[ key ];\n\n\t\t\t} ) );\n\n\t\t}\n\n\t\tif ( pending.length < 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tpending.push( this.parser.createNodeMesh( nodeIndex ) );\n\n\t\treturn Promise.all( pending ).then( results => {\n\n\t\t\tconst nodeObject = results.pop();\n\t\t\tconst meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ];\n\t\t\tconst count = results[ 0 ].count; // All attribute counts should be same\n\t\t\tconst instancedMeshes = [];\n\n\t\t\tfor ( const mesh of meshes ) {\n\n\t\t\t\t// Temporal variables\n\t\t\t\tconst m = new Matrix4();\n\t\t\t\tconst p = new Vector3();\n\t\t\t\tconst q = new Quaternion();\n\t\t\t\tconst s = new Vector3( 1, 1, 1 );\n\n\t\t\t\tconst instancedMesh = new InstancedMesh( mesh.geometry, mesh.material, count );\n\n\t\t\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\t\t\tif ( attributes.TRANSLATION ) {\n\n\t\t\t\t\t\tp.fromBufferAttribute( attributes.TRANSLATION, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attributes.ROTATION ) {\n\n\t\t\t\t\t\tq.fromBufferAttribute( attributes.ROTATION, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attributes.SCALE ) {\n\n\t\t\t\t\t\ts.fromBufferAttribute( attributes.SCALE, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tinstancedMesh.setMatrixAt( i, m.compose( p, q, s ) );\n\n\t\t\t\t}\n\n\t\t\t\t// Add instance attributes to the geometry, excluding TRS.\n\t\t\t\tfor ( const attributeName in attributes ) {\n\n\t\t\t\t\tif ( attributeName !== 'TRANSLATION' &&\n\t\t\t\t\t\t attributeName !== 'ROTATION' &&\n\t\t\t\t\t\t attributeName !== 'SCALE' ) {\n\n\t\t\t\t\t\tmesh.geometry.setAttribute( attributeName, attributes[ attributeName ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// Just in case\n\t\t\t\tObject3D.prototype.copy.call( instancedMesh, mesh );\n\n\t\t\t\t// https://github.com/mrdoob/three.js/issues/18334\n\t\t\t\tinstancedMesh.frustumCulled = false;\n\t\t\t\tthis.parser.assignFinalMaterial( instancedMesh );\n\n\t\t\t\tinstancedMeshes.push( instancedMesh );\n\n\t\t\t}\n\n\t\t\tif ( nodeObject.isGroup ) {\n\n\t\t\t\tnodeObject.clear();\n\n\t\t\t\tnodeObject.add( ... instancedMeshes );\n\n\t\t\t\treturn nodeObject;\n\n\t\t\t}\n\n\t\t\treturn instancedMeshes[ 0 ];\n\n\t\t} );\n\n\t}\n\n}\n\n/* BINARY EXTENSION */\nconst BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\nconst BINARY_EXTENSION_HEADER_LENGTH = 12;\nconst BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\nclass GLTFBinaryExtension {\n\n\tconstructor( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tconst headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tconst textDecoder = new TextDecoder();\n\n\t\tthis.header = {\n\t\t\tmagic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tconst chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;\n\t\tconst chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tlet chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkContentsLength ) {\n\n\t\t\tconst chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tconst chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tconst contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = textDecoder.decode( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tconst byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * DRACO Mesh Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n */\nclass GLTFDracoMeshCompressionExtension {\n\n\tconstructor( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tdecodePrimitive( primitive, parser ) {\n\n\t\tconst json = this.json;\n\t\tconst dracoLoader = this.dracoLoader;\n\t\tconst bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tconst gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tconst threeAttributeMap = {};\n\t\tconst attributeNormalizedMap = {};\n\t\tconst attributeTypeMap = {};\n\n\t\tfor ( const attributeName in gltfAttributeMap ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( const attributeName in primitive.attributes ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tconst accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tconst componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType.name;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( const attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tconst attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tconst normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Texture Transform Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n */\nclass GLTFTextureTransformExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\textendTexture( texture, transform ) {\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.' );\n\n\t\t}\n\n\t\tif ( transform.offset === undefined && transform.rotation === undefined && transform.scale === undefined ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21819.\n\t\t\treturn texture;\n\n\t\t}\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Mesh Quantization Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n */\nclass GLTFMeshQuantizationExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n}\n\n/*********************************/\n/********** INTERPOLATION ********/\n/*********************************/\n\n// Spline Interpolation\n// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\nclass GLTFCubicSplineInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( let i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer;\n\t\tconst values = this.sampleValues;\n\t\tconst stride = this.valueSize;\n\n\t\tconst stride2 = stride * 2;\n\t\tconst stride3 = stride * 3;\n\n\t\tconst td = t1 - t0;\n\n\t\tconst p = ( t - t0 ) / td;\n\t\tconst pp = p * p;\n\t\tconst ppp = pp * p;\n\n\t\tconst offset1 = i1 * stride3;\n\t\tconst offset0 = offset1 - stride3;\n\n\t\tconst s2 = - 2 * ppp + 3 * pp;\n\t\tconst s3 = ppp - pp;\n\t\tconst s0 = 1 - s2;\n\t\tconst s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( let i = 0; i !== stride; i ++ ) {\n\n\t\t\tconst p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tconst m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tconst p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tconst m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nconst _q = new Quaternion();\n\nclass GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = super.interpolate_( i1, t0, t, t1 );\n\n\t\t_q.fromArray( result ).normalize().toArray( result );\n\n\t\treturn result;\n\n\t}\n\n}\n\n\n/*********************************/\n/********** INTERNALS ************/\n/*********************************/\n\n/* CONSTANTS */\n\nconst WEBGL_CONSTANTS$1 = {\n\tFLOAT: 5126,\n\t//FLOAT_MAT2: 35674,\n\tFLOAT_MAT3: 35675,\n\tFLOAT_MAT4: 35676,\n\tFLOAT_VEC2: 35664,\n\tFLOAT_VEC3: 35665,\n\tFLOAT_VEC4: 35666,\n\tLINEAR: 9729,\n\tREPEAT: 10497,\n\tSAMPLER_2D: 35678,\n\tPOINTS: 0,\n\tLINES: 1,\n\tLINE_LOOP: 2,\n\tLINE_STRIP: 3,\n\tTRIANGLES: 4,\n\tTRIANGLE_STRIP: 5,\n\tTRIANGLE_FAN: 6,\n\tUNSIGNED_BYTE: 5121,\n\tUNSIGNED_SHORT: 5123\n};\n\nconst WEBGL_COMPONENT_TYPES = {\n\t5120: Int8Array,\n\t5121: Uint8Array,\n\t5122: Int16Array,\n\t5123: Uint16Array,\n\t5125: Uint32Array,\n\t5126: Float32Array\n};\n\nconst WEBGL_FILTERS = {\n\t9728: NearestFilter,\n\t9729: LinearFilter,\n\t9984: NearestMipmapNearestFilter,\n\t9985: LinearMipmapNearestFilter,\n\t9986: NearestMipmapLinearFilter,\n\t9987: LinearMipmapLinearFilter\n};\n\nconst WEBGL_WRAPPINGS = {\n\t33071: ClampToEdgeWrapping,\n\t33648: MirroredRepeatWrapping,\n\t10497: RepeatWrapping\n};\n\nconst WEBGL_TYPE_SIZES = {\n\t'SCALAR': 1,\n\t'VEC2': 2,\n\t'VEC3': 3,\n\t'VEC4': 4,\n\t'MAT2': 4,\n\t'MAT3': 9,\n\t'MAT4': 16\n};\n\nconst ATTRIBUTES = {\n\tPOSITION: 'position',\n\tNORMAL: 'normal',\n\tTANGENT: 'tangent',\n\tTEXCOORD_0: 'uv',\n\tTEXCOORD_1: 'uv2',\n\tCOLOR_0: 'color',\n\tWEIGHTS_0: 'skinWeight',\n\tJOINTS_0: 'skinIndex',\n};\n\nconst PATH_PROPERTIES$1 = {\n\tscale: 'scale',\n\ttranslation: 'position',\n\trotation: 'quaternion',\n\tweights: 'morphTargetInfluences'\n};\n\nconst INTERPOLATION = {\n\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\tLINEAR: InterpolateLinear,\n\tSTEP: InterpolateDiscrete\n};\n\nconst ALPHA_MODES = {\n\tOPAQUE: 'OPAQUE',\n\tMASK: 'MASK',\n\tBLEND: 'BLEND'\n};\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n */\nfunction createDefaultMaterial( cache ) {\n\n\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\tcache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {\n\t\t\tcolor: 0xFFFFFF,\n\t\t\temissive: 0x000000,\n\t\t\tmetalness: 1,\n\t\t\troughness: 1,\n\t\t\ttransparent: false,\n\t\t\tdepthTest: true,\n\t\t\tside: FrontSide\n\t\t} );\n\n\t}\n\n\treturn cache[ 'DefaultMaterial' ];\n\n}\n\nfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t// Add unknown glTF extensions to an object's userData.\n\n\tfor ( const name in objectDef.extensions ) {\n\n\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {Object3D|Material|BufferGeometry} object\n * @param {GLTF.definition} gltfDef\n */\nfunction assignExtrasToUserData( object, gltfDef ) {\n\n\tif ( gltfDef.extras !== undefined ) {\n\n\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n *\n * @param {BufferGeometry} geometry\n * @param {Array} targets\n * @param {GLTFParser} parser\n * @return {Promise}\n */\nfunction addMorphTargets( geometry, targets, parser ) {\n\n\tlet hasMorphPosition = false;\n\tlet hasMorphNormal = false;\n\tlet hasMorphColor = false;\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\t\tif ( target.COLOR_0 !== undefined ) hasMorphColor = true;\n\n\t\tif ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break;\n\n\t}\n\n\tif ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry );\n\n\tconst pendingPositionAccessors = [];\n\tconst pendingNormalAccessors = [];\n\tconst pendingColorAccessors = [];\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( hasMorphPosition ) {\n\n\t\t\tconst pendingAccessor = target.POSITION !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t: geometry.attributes.position;\n\n\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphNormal ) {\n\n\t\t\tconst pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t: geometry.attributes.normal;\n\n\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphColor ) {\n\n\t\t\tconst pendingAccessor = target.COLOR_0 !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.COLOR_0 )\n\t\t\t\t: geometry.attributes.color;\n\n\t\t\tpendingColorAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t}\n\n\treturn Promise.all( [\n\t\tPromise.all( pendingPositionAccessors ),\n\t\tPromise.all( pendingNormalAccessors ),\n\t\tPromise.all( pendingColorAccessors )\n\t] ).then( function ( accessors ) {\n\n\t\tconst morphPositions = accessors[ 0 ];\n\t\tconst morphNormals = accessors[ 1 ];\n\t\tconst morphColors = accessors[ 2 ];\n\n\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\tif ( hasMorphColor ) geometry.morphAttributes.color = morphColors;\n\t\tgeometry.morphTargetsRelative = true;\n\n\t\treturn geometry;\n\n\t} );\n\n}\n\n/**\n * @param {Mesh} mesh\n * @param {GLTF.Mesh} meshDef\n */\nfunction updateMorphTargets( mesh, meshDef ) {\n\n\tmesh.updateMorphTargets();\n\n\tif ( meshDef.weights !== undefined ) {\n\n\t\tfor ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t}\n\n\t}\n\n\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\tconst targetNames = meshDef.extras.targetNames;\n\n\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\tfor ( let i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t}\n\n\t}\n\n}\n\nfunction createPrimitiveKey( primitiveDef ) {\n\n\tconst dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\tlet geometryKey;\n\n\tif ( dracoExtension ) {\n\n\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t} else {\n\n\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t}\n\n\treturn geometryKey;\n\n}\n\nfunction createAttributesKey( attributes ) {\n\n\tlet attributesKey = '';\n\n\tconst keys = Object.keys( attributes ).sort();\n\n\tfor ( let i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t}\n\n\treturn attributesKey;\n\n}\n\nfunction getNormalizedComponentScale( constructor ) {\n\n\t// Reference:\n\t// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data\n\n\tswitch ( constructor ) {\n\n\t\tcase Int8Array:\n\t\t\treturn 1 / 127;\n\n\t\tcase Uint8Array:\n\t\t\treturn 1 / 255;\n\n\t\tcase Int16Array:\n\t\t\treturn 1 / 32767;\n\n\t\tcase Uint16Array:\n\t\t\treturn 1 / 65535;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );\n\n\t}\n\n}\n\nfunction getImageURIMimeType( uri ) {\n\n\tif ( uri.search( /\\.jpe?g($|\\?)/i ) > 0 || uri.search( /^data\\:image\\/jpeg/ ) === 0 ) return 'image/jpeg';\n\tif ( uri.search( /\\.webp($|\\?)/i ) > 0 || uri.search( /^data\\:image\\/webp/ ) === 0 ) return 'image/webp';\n\n\treturn 'image/png';\n\n}\n\nconst _identityMatrix = new Matrix4();\n\n/* GLTF PARSER */\n\nclass GLTFParser {\n\n\tconstructor( json = {}, options = {} ) {\n\n\t\tthis.json = json;\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options;\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\tthis.sourceCache = {};\n\t\tthis.textureCache = {};\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\n\t\tlet isSafari = false;\n\t\tlet isFirefox = false;\n\t\tlet firefoxVersion = - 1;\n\n\t\tif ( typeof navigator !== 'undefined' ) {\n\n\t\t\tisSafari = /^((?!chrome|android).)*safari/i.test( navigator.userAgent ) === true;\n\t\t\tisFirefox = navigator.userAgent.indexOf( 'Firefox' ) > - 1;\n\t\t\tfirefoxVersion = isFirefox ? navigator.userAgent.match( /Firefox\\/([0-9]+)\\./ )[ 1 ] : - 1;\n\n\t\t}\n\n\t\tif ( typeof createImageBitmap === 'undefined' || isSafari || ( isFirefox && firefoxVersion < 98 ) ) {\n\n\t\t\tthis.textureLoader = new TextureLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new ImageBitmapLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\t\tthis.textureLoader.setRequestHeader( this.options.requestHeader );\n\n\t\tthis.fileLoader = new FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tsetExtensions( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t}\n\n\tsetPlugins( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t}\n\n\tparse( onLoad, onError ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( this._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.beforeRoot && ext.beforeRoot();\n\n\t\t} ) ).then( function () {\n\n\t\t\treturn Promise.all( [\n\n\t\t\t\tparser.getDependencies( 'scene' ),\n\t\t\t\tparser.getDependencies( 'animation' ),\n\t\t\t\tparser.getDependencies( 'camera' ),\n\n\t\t\t] );\n\n\t\t} ).then( function ( dependencies ) {\n\n\t\t\tconst result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\tPromise.all( parser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.afterRoot && ext.afterRoot( result );\n\n\t\t\t} ) ).then( function () {\n\n\t\t\t\tonLoad( result );\n\n\t\t\t} );\n\n\t\t} ).catch( onError );\n\n\t}\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\t_markDefs() {\n\n\t\tconst nodeDefs = this.json.nodes || [];\n\t\tconst skinDefs = this.json.skins || [];\n\t\tconst meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tconst joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( let i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\t_addNodeRef( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t}\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\t_getNodeRef( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tconst ref = object.clone();\n\n\t\t// Propagates mappings to the cloned object, prevents mappings on the\n\t\t// original object from being lost.\n\t\tconst updateMappings = ( original, clone ) => {\n\n\t\t\tconst mappings = this.associations.get( original );\n\t\t\tif ( mappings != null ) {\n\n\t\t\t\tthis.associations.set( clone, mappings );\n\n\t\t\t}\n\n\t\t\tfor ( const [ i, child ] of original.children.entries() ) {\n\n\t\t\t\tupdateMappings( child, clone.children[ i ] );\n\n\t\t\t}\n\n\t\t};\n\n\t\tupdateMappings( object, ref );\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t}\n\n\t_invokeOne( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t_invokeAll( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t}\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise}\n\t */\n\tgetDependency( type, index ) {\n\n\t\tconst cacheKey = type + ':' + index;\n\t\tlet dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadNode && ext.loadNode( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadAnimation && ext.loadAnimation( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext != this && ext.getDependency && ext.getDependency( type, index );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\tif ( ! dependency ) {\n\n\t\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t}\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise>}\n\t */\n\tgetDependencies( type ) {\n\n\t\tlet dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tconst parser = this;\n\t\t\tconst defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise}\n\t */\n\tloadBuffer( bufferIndex ) {\n\n\t\tconst bufferDef = this.json.buffers[ bufferIndex ];\n\t\tconst loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tconst options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise}\n\t */\n\tloadBufferView( bufferViewIndex ) {\n\n\t\tconst bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tconst byteLength = bufferViewDef.byteLength || 0;\n\t\t\tconst byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise}\n\t */\n\tloadAccessor( accessorIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\t\t\tconst normalized = accessorDef.normalized === true;\n\n\t\t\tconst array = new TypedArray( accessorDef.count * itemSize );\n\t\t\treturn Promise.resolve( new BufferAttribute( array, itemSize, normalized ) );\n\n\t\t}\n\n\t\tconst pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tconst bufferView = bufferViews[ 0 ];\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tconst elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tconst itemBytes = elementBytes * itemSize;\n\t\t\tconst byteOffset = accessorDef.byteOffset || 0;\n\t\t\tconst byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tconst normalized = accessorDef.normalized === true;\n\t\t\tlet array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tconst ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tconst ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tlet ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tconst itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tconst TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tconst byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tconst byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tconst sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tconst sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise}\n\t */\n\tloadTexture( textureIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst sourceIndex = textureDef.source;\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tlet loader = this.textureLoader;\n\n\t\tif ( sourceDef.uri ) {\n\n\t\t\tconst handler = options.manager.getHandler( sourceDef.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, sourceIndex, loader );\n\n\t}\n\n\tloadTextureImage( textureIndex, sourceIndex, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tconst cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler;\n\n\t\tif ( this.textureCache[ cacheKey ] ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21559.\n\t\t\treturn this.textureCache[ cacheKey ];\n\n\t\t}\n\n\t\tconst promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) {\n\n\t\t\ttexture.flipY = false;\n\n\t\t\ttexture.name = textureDef.name || sourceDef.name || '';\n\n\t\t\tconst samplers = json.samplers || {};\n\t\t\tconst sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, { textures: textureIndex } );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function () {\n\n\t\t\treturn null;\n\n\t\t} );\n\n\t\tthis.textureCache[ cacheKey ] = promise;\n\n\t\treturn promise;\n\n\t}\n\n\tloadImageSource( sourceIndex, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\n\t\tif ( this.sourceCache[ sourceIndex ] !== undefined ) {\n\n\t\t\treturn this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() );\n\n\t\t}\n\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tconst URL = self.URL || self.webkitURL;\n\n\t\tlet sourceURI = sourceDef.uri || '';\n\t\tlet isObjectURL = false;\n\n\t\tif ( sourceDef.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tconst blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t} else if ( sourceDef.uri === undefined ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' );\n\n\t\t}\n\n\t\tconst promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tlet onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tconst texture = new Texture$1( imageBitmap );\n\t\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\t\tresolve( texture );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function ( error ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader: Couldn\\'t load texture', sourceURI );\n\t\t\tthrow error;\n\n\t\t} );\n\n\t\tthis.sourceCache[ sourceIndex ] = promise;\n\t\treturn promise;\n\n\t}\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tassignTexture( materialParams, mapName, mapDef, encoding ) {\n\n\t\tconst parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\tif ( ! texture ) return null;\n\n\t\t\t// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured\n\t\t\t// However, we will copy UV set 0 to UV set 1 on demand for aoMap\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tconst transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tconst gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = encoding;\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accommodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tassignFinalMaterial( mesh ) {\n\n\t\tconst geometry = mesh.geometry;\n\t\tlet material = mesh.material;\n\n\t\tconst useDerivativeTangents = geometry.attributes.tangent === undefined;\n\t\tconst useVertexColors = geometry.attributes.color !== undefined;\n\t\tconst useFlatShading = geometry.attributes.normal === undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tconst cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tlet pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new PointsMaterial();\n\t\t\t\tMaterial$1.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tconst cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tlet lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new LineBasicMaterial();\n\t\t\t\tMaterial$1.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useDerivativeTangents || useVertexColors || useFlatShading ) {\n\n\t\t\tlet cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( useDerivativeTangents ) cacheKey += 'derivative-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\n\t\t\tlet cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\n\t\t\t\tif ( useDerivativeTangents ) {\n\n\t\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\t\tif ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;\n\t\t\t\t\tif ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;\n\n\t\t\t\t}\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\t// workarounds for mesh and geometry\n\n\t\tif ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {\n\n\t\t\tgeometry.setAttribute( 'uv2', geometry.attributes.uv );\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t}\n\n\tgetMaterialType( /* materialIndex */ ) {\n\n\t\treturn MeshStandardMaterial;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise}\n\t */\n\tloadMaterial( materialIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst materialDef = json.materials[ materialIndex ];\n\n\t\tlet materialType;\n\t\tconst materialParams = {};\n\t\tconst materialExtensions = materialDef.extensions || {};\n\n\t\tconst pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tconst kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, sRGBEncoding ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = DoubleSide;\n\n\t\t}\n\n\t\tconst alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\tmaterialParams.normalScale = new Vector2( 1, 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = materialDef.normalTexture.scale;\n\n\t\t\t\tmaterialParams.normalScale.set( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tmaterialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, sRGBEncoding ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tconst material = new materialType( materialParams );\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { materials: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t}\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tcreateUniqueName( originalName ) {\n\n\t\tconst sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tlet name = sanitizedName;\n\n\t\tfor ( let i = 1; this.nodeNamesUsed[ name ]; ++ i ) {\n\n\t\t\tname = sanitizedName + '_' + i;\n\n\t\t}\n\n\t\tthis.nodeNamesUsed[ name ] = true;\n\n\t\treturn name;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array} primitives\n\t * @return {Promise>}\n\t */\n\tloadGeometries( primitives ) {\n\n\t\tconst parser = this;\n\t\tconst extensions = this.extensions;\n\t\tconst cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst primitive = primitives[ i ];\n\t\t\tconst cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tconst cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tlet geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise}\n\t */\n\tloadMesh( meshIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\tconst meshDef = json.meshes[ meshIndex ];\n\t\tconst primitives = meshDef.primitives;\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst materials = results.slice( 0, results.length - 1 );\n\t\t\tconst geometries = results[ results.length - 1 ];\n\n\t\t\tconst meshes = [];\n\n\t\t\tfor ( let i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tconst geometry = geometries[ i ];\n\t\t\t\tconst primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tlet mesh;\n\n\t\t\t\tconst material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS$1.TRIANGLES ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_STRIP ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_FAN ||\n\t\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {\n\n\t\t\t\t\t\t// we normalize floating point skin weight array to fix malformed assets (see #15319)\n\t\t\t\t\t\t// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS$1.LINES ) {\n\n\t\t\t\t\tmesh = new LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS$1.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS$1.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS$1.POINTS ) {\n\n\t\t\t\t\tmesh = new Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tparser.associations.set( meshes[ i ], {\n\t\t\t\t\tmeshes: meshIndex,\n\t\t\t\t\tprimitives: i\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tconst group = new Group();\n\n\t\t\tparser.associations.set( group, { meshes: meshIndex } );\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise}\n\t */\n\tloadCamera( cameraIndex ) {\n\n\t\tlet camera;\n\t\tconst cameraDef = this.json.cameras[ cameraIndex ];\n\t\tconst params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise}\n\t */\n\tloadSkin( skinIndex ) {\n\n\t\tconst skinDef = this.json.skins[ skinIndex ];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) {\n\n\t\t\tpending.push( this.getDependency( 'node', skinDef.joints[ i ] ) );\n\n\t\t}\n\n\t\tif ( skinDef.inverseBindMatrices !== undefined ) {\n\n\t\t\tpending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) );\n\n\t\t} else {\n\n\t\t\tpending.push( null );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst inverseBindMatrices = results.pop();\n\t\t\tconst jointNodes = results;\n\n\t\t\tconst bones = [];\n\t\t\tconst boneInverses = [];\n\n\t\t\tfor ( let i = 0, il = jointNodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst jointNode = jointNodes[ i ];\n\n\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\tconst mat = new Matrix4();\n\n\t\t\t\t\tif ( inverseBindMatrices !== null ) {\n\n\t\t\t\t\t\tmat.fromArray( inverseBindMatrices.array, i * 16 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinDef.joints[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new Skeleton( bones, boneInverses );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise}\n\t */\n\tloadAnimation( animationIndex ) {\n\n\t\tconst json = this.json;\n\n\t\tconst animationDef = json.animations[ animationIndex ];\n\n\t\tconst pendingNodes = [];\n\t\tconst pendingInputAccessors = [];\n\t\tconst pendingOutputAccessors = [];\n\t\tconst pendingSamplers = [];\n\t\tconst pendingTargets = [];\n\n\t\tfor ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tconst channel = animationDef.channels[ i ];\n\t\t\tconst sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tconst target = channel.target;\n\t\t\tconst name = target.node;\n\t\t\tconst input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tconst output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tconst nodes = dependencies[ 0 ];\n\t\t\tconst inputAccessors = dependencies[ 1 ];\n\t\t\tconst outputAccessors = dependencies[ 2 ];\n\t\t\tconst samplers = dependencies[ 3 ];\n\t\t\tconst targets = dependencies[ 4 ];\n\n\t\t\tconst tracks = [];\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst node = nodes[ i ];\n\t\t\t\tconst inputAccessor = inputAccessors[ i ];\n\t\t\t\tconst outputAccessor = outputAccessors[ i ];\n\t\t\t\tconst sampler = samplers[ i ];\n\t\t\t\tconst target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tnode.updateMatrix();\n\n\t\t\t\tlet TypedKeyframeTrack;\n\n\t\t\t\tswitch ( PATH_PROPERTIES$1[ target.path ] ) {\n\n\t\t\t\t\tcase PATH_PROPERTIES$1.weights:\n\n\t\t\t\t\t\tTypedKeyframeTrack = NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES$1.rotation:\n\n\t\t\t\t\t\tTypedKeyframeTrack = QuaternionKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES$1.position:\n\t\t\t\t\tcase PATH_PROPERTIES$1.scale:\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tTypedKeyframeTrack = VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tconst targetName = node.name ? node.name : node.uuid;\n\n\t\t\t\tconst interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;\n\n\t\t\t\tconst targetNames = [];\n\n\t\t\t\tif ( PATH_PROPERTIES$1[ target.path ] === PATH_PROPERTIES$1.weights ) {\n\n\t\t\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\t\t\tif ( object.morphTargetInfluences ) {\n\n\t\t\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttargetNames.push( targetName );\n\n\t\t\t\t}\n\n\t\t\t\tlet outputArray = outputAccessor.array;\n\n\t\t\t\tif ( outputAccessor.normalized ) {\n\n\t\t\t\t\tconst scale = getNormalizedComponentScale( outputArray.constructor );\n\t\t\t\t\tconst scaled = new Float32Array( outputArray.length );\n\n\t\t\t\t\tfor ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutputArray = scaled;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst track = new TypedKeyframeTrack(\n\t\t\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES$1[ target.path ],\n\t\t\t\t\t\tinputAccessor.array,\n\t\t\t\t\t\toutputArray,\n\t\t\t\t\t\tinterpolation\n\t\t\t\t\t);\n\n\t\t\t\t\t// Override interpolation with custom factory method.\n\t\t\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\t\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t\t\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t\t\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t\t\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\t\t\t\t\tconst interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;\n\n\t\t\t\t\t\t\treturn new interpolantType( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\t\t\t\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( track );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\t\treturn new AnimationClip( name, undefined, tracks );\n\n\t\t} );\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( nodeDef.mesh === undefined ) return null;\n\n\t\treturn parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\tconst node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\tfor ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise}\n\t */\n\tloadNode( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst parser = this;\n\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tconst nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\treturn ( function () {\n\n\t\t\tconst objectPending = [];\n\n\t\t\tconst meshPromise = parser._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeMesh && ext.createNodeMesh( nodeIndex );\n\n\t\t\t} );\n\n\t\t\tif ( meshPromise ) {\n\n\t\t\t\tobjectPending.push( meshPromise );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tobjectPending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t\t} ).forEach( function ( promise ) {\n\n\t\t\t\tobjectPending.push( promise );\n\n\t\t\t} );\n\n\t\t\tconst childPending = [];\n\t\t\tconst childrenDef = nodeDef.children || [];\n\n\t\t\tfor ( let i = 0, il = childrenDef.length; i < il; i ++ ) {\n\n\t\t\t\tchildPending.push( parser.getDependency( 'node', childrenDef[ i ] ) );\n\n\t\t\t}\n\n\t\t\tconst skeletonPending = nodeDef.skin === undefined\n\t\t\t\t? Promise.resolve( null )\n\t\t\t\t: parser.getDependency( 'skin', nodeDef.skin );\n\n\t\t\treturn Promise.all( [\n\t\t\t\tPromise.all( objectPending ),\n\t\t\t\tPromise.all( childPending ),\n\t\t\t\tskeletonPending\n\t\t\t] );\n\n\t\t}() ).then( function ( results ) {\n\n\t\t\tconst objects = results[ 0 ];\n\t\t\tconst children = results[ 1 ];\n\t\t\tconst skeleton = results[ 2 ];\n\n\t\t\tlet node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( let i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tconst matrix = new Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ! parser.associations.has( node ) ) {\n\n\t\t\t\tparser.associations.set( node, {} );\n\n\t\t\t}\n\n\t\t\tparser.associations.get( node ).nodes = nodeIndex;\n\n\t\t\tif ( skeleton !== null ) {\n\n\t\t\t\t// This full traverse should be fine because\n\t\t\t\t// child glTF nodes have not been added to this node yet.\n\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\tif ( ! mesh.isSkinnedMesh ) return;\n\n\t\t\t\t\tmesh.bind( skeleton, _identityMatrix );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\tnode.add( children[ i ] );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise}\n\t */\n\tloadScene( sceneIndex ) {\n\n\t\tconst extensions = this.extensions;\n\t\tconst sceneDef = this.json.scenes[ sceneIndex ];\n\t\tconst parser = this;\n\n\t\t// Loader returns Group, not Scene.\n\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\tconst scene = new Group();\n\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\tconst nodeIds = sceneDef.nodes || [];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\tpending.push( parser.getDependency( 'node', nodeIds[ i ] ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function ( nodes ) {\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tscene.add( nodes[ i ] );\n\n\t\t\t}\n\n\t\t\t// Removes dangling associations, associations that reference a node that\n\t\t\t// didn't make it into the scene.\n\t\t\tconst reduceAssociations = ( node ) => {\n\n\t\t\t\tconst reducedAssociations = new Map();\n\n\t\t\t\tfor ( const [ key, value ] of parser.associations ) {\n\n\t\t\t\t\tif ( key instanceof Material$1 || key instanceof Texture$1 ) {\n\n\t\t\t\t\t\treducedAssociations.set( key, value );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tnode.traverse( ( node ) => {\n\n\t\t\t\t\tconst mappings = parser.associations.get( node );\n\n\t\t\t\t\tif ( mappings != null ) {\n\n\t\t\t\t\t\treducedAssociations.set( node, mappings );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\treturn reducedAssociations;\n\n\t\t\t};\n\n\t\t\tparser.associations = reduceAssociations( scene );\n\n\t\t\treturn scene;\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n */\nfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst box = new Box3();\n\n\tif ( attributes.POSITION !== undefined ) {\n\n\t\tconst accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\tconst min = accessor.min;\n\t\tconst max = accessor.max;\n\n\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\tbox.set(\n\t\t\t\tnew Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\tnew Vector3( max[ 0 ], max[ 1 ], max[ 2 ] )\n\t\t\t);\n\n\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\tbox.min.multiplyScalar( boxScale );\n\t\t\t\tbox.max.multiplyScalar( boxScale );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\treturn;\n\n\t\t}\n\n\t} else {\n\n\t\treturn;\n\n\t}\n\n\tconst targets = primitiveDef.targets;\n\n\tif ( targets !== undefined ) {\n\n\t\tconst maxDisplacement = new Vector3();\n\t\tconst vector = new Vector3();\n\n\t\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tconst target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\tconst accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\tconst min = accessor.min;\n\t\t\t\tconst max = accessor.max;\n\n\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\n\t\t\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\t\t\tvector.multiplyScalar( boxScale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\tbox.expandByVector( maxDisplacement );\n\n\t}\n\n\tgeometry.boundingBox = box;\n\n\tconst sphere = new Sphere();\n\n\tbox.getCenter( sphere.center );\n\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\tgeometry.boundingSphere = sphere;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n * @return {Promise}\n */\nfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst pending = [];\n\n\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t.then( function ( accessor ) {\n\n\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t} );\n\n\t}\n\n\tfor ( const gltfAttributeName in attributes ) {\n\n\t\tconst threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t}\n\n\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\tconst accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\tgeometry.setIndex( accessor );\n\n\t\t} );\n\n\t\tpending.push( accessor );\n\n\t}\n\n\tassignExtrasToUserData( geometry, primitiveDef );\n\n\tcomputeBounds( geometry, primitiveDef, parser );\n\n\treturn Promise.all( pending ).then( function () {\n\n\t\treturn primitiveDef.targets !== undefined\n\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t: geometry;\n\n\t} );\n\n}\n\n/**\n * @author Deepkolos / https://github.com/deepkolos\n */\n\nclass WorkerPool {\n\n\tconstructor( pool = 4 ) {\n\n\t\tthis.pool = pool;\n\t\tthis.queue = [];\n\t\tthis.workers = [];\n\t\tthis.workersResolve = [];\n\t\tthis.workerStatus = 0;\n\n\t}\n\n\t_initWorker( workerId ) {\n\n\t\tif ( ! this.workers[ workerId ] ) {\n\n\t\t\tconst worker = this.workerCreator();\n\t\t\tworker.addEventListener( 'message', this._onMessage.bind( this, workerId ) );\n\t\t\tthis.workers[ workerId ] = worker;\n\n\t\t}\n\n\t}\n\n\t_getIdleWorker() {\n\n\t\tfor ( let i = 0; i < this.pool; i ++ )\n\t\t\tif ( ! ( this.workerStatus & ( 1 << i ) ) ) return i;\n\n\t\treturn - 1;\n\n\t}\n\n\t_onMessage( workerId, msg ) {\n\n\t\tconst resolve = this.workersResolve[ workerId ];\n\t\tresolve && resolve( msg );\n\n\t\tif ( this.queue.length ) {\n\n\t\t\tconst { resolve, msg, transfer } = this.queue.shift();\n\t\t\tthis.workersResolve[ workerId ] = resolve;\n\t\t\tthis.workers[ workerId ].postMessage( msg, transfer );\n\n\t\t} else {\n\n\t\t\tthis.workerStatus ^= 1 << workerId;\n\n\t\t}\n\n\t}\n\n\tsetWorkerCreator( workerCreator ) {\n\n\t\tthis.workerCreator = workerCreator;\n\n\t}\n\n\tsetWorkerLimit( pool ) {\n\n\t\tthis.pool = pool;\n\n\t}\n\n\tpostMessage( msg, transfer ) {\n\n\t\treturn new Promise( ( resolve ) => {\n\n\t\t\tconst workerId = this._getIdleWorker();\n\n\t\t\tif ( workerId !== - 1 ) {\n\n\t\t\t\tthis._initWorker( workerId );\n\t\t\t\tthis.workerStatus |= 1 << workerId;\n\t\t\t\tthis.workersResolve[ workerId ] = resolve;\n\t\t\t\tthis.workers[ workerId ].postMessage( msg, transfer );\n\n\t\t\t} else {\n\n\t\t\t\tthis.queue.push( { resolve, msg, transfer } );\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.workers.forEach( ( worker ) => worker.terminate() );\n\t\tthis.workersResolve.length = 0;\n\t\tthis.workers.length = 0;\n\t\tthis.queue.length = 0;\n\t\tthis.workerStatus = 0;\n\n\t}\n\n}\n\nconst t=0,n=2,p=1,x$1=2,nt=0,ct=9,gt=15,yt=16,dt=22,Ot=37,Ft=43,$t=76,se=83,pe=97,xe=100,de=103,Ae=109;class Si{constructor(){this.vkFormat=0,this.typeSize=1,this.pixelWidth=0,this.pixelHeight=0,this.pixelDepth=0,this.layerCount=0,this.faceCount=1,this.supercompressionScheme=0,this.levels=[],this.dataFormatDescriptor=[{vendorId:0,descriptorType:0,descriptorBlockSize:0,versionNumber:2,colorModel:0,colorPrimaries:1,transferFunction:2,flags:0,texelBlockDimension:[0,0,0,0],bytesPlane:[0,0,0,0,0,0,0,0],samples:[]}],this.keyValue={},this.globalData=null;}}class Ii{constructor(t,e,n,i){this._dataView=new DataView(t.buffer,t.byteOffset+e,n),this._littleEndian=i,this._offset=0;}_nextUint8(){const t=this._dataView.getUint8(this._offset);return this._offset+=1,t}_nextUint16(){const t=this._dataView.getUint16(this._offset,this._littleEndian);return this._offset+=2,t}_nextUint32(){const t=this._dataView.getUint32(this._offset,this._littleEndian);return this._offset+=4,t}_nextUint64(){const t=this._dataView.getUint32(this._offset,this._littleEndian)+2**32*this._dataView.getUint32(this._offset+4,this._littleEndian);return this._offset+=8,t}_nextInt32(){const t=this._dataView.getInt32(this._offset,this._littleEndian);return this._offset+=4,t}_skip(t){return this._offset+=t,this}_scan(t,e=0){const n=this._offset;let i=0;for(;this._dataView.getUint8(this._offset)!==e&&iA.arrayBuffer()).then(A=>WebAssembly.instantiate(A,g)).then(this._init):WebAssembly.instantiate(Buffer.from(C,\"base64\"),g).then(this._init),A)}_init(A){I=A.instance,g.env.emscripten_notify_memory_growth(0);}decode(A,g=0){if(!I)throw new Error(\"ZSTDDecoder: Await .init() before decoding.\");const Q=A.byteLength,C=I.exports.malloc(Q);B.set(A,C),g=g||Number(I.exports.ZSTD_findDecompressedSize(C,Q));const E=I.exports.malloc(g),i=I.exports.ZSTD_decompress(E,g,C,Q),D=B.slice(E,E+i);return I.exports.free(C),I.exports.free(E),D}}const C=\"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* Loader for KTX 2.0 GPU Texture containers.\n *\n * KTX 2.0 is a container format for various GPU texture formats. The loader\n * supports Basis Universal GPU textures, which can be quickly transcoded to\n * a wide variety of GPU texture compression formats, as well as some\n * uncompressed DataTexture and Data3DTexture formats.\n *\n * References:\n * - KTX: http://github.khronos.org/KTX-Specification/\n * - DFD: https://www.khronos.org/registry/DataFormat/specs/1.3/dataformat.1.3.html#basicdescriptor\n */\n\nconst _taskCache = new WeakMap();\n\nlet _activeLoaders = 0;\n\nlet _zstd;\n\nclass KTX2Loader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.transcoderPath = '';\n\t\tthis.transcoderBinary = null;\n\t\tthis.transcoderPending = null;\n\n\t\tthis.workerPool = new WorkerPool();\n\t\tthis.workerSourceURL = '';\n\t\tthis.workerConfig = null;\n\n\t\tif ( typeof MSC_TRANSCODER !== 'undefined' ) {\n\n\t\t\tconsole.warn(\n\n\t\t\t\t'THREE.KTX2Loader: Please update to latest \"basis_transcoder\".'\n\t\t\t\t+ ' \"msc_basis_transcoder\" is no longer supported in three.js r125+.'\n\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\tsetTranscoderPath( path ) {\n\n\t\tthis.transcoderPath = path;\n\n\t\treturn this;\n\n\t}\n\n\tsetWorkerLimit( num ) {\n\n\t\tthis.workerPool.setWorkerLimit( num );\n\n\t\treturn this;\n\n\t}\n\n\tdetectSupport( renderer ) {\n\n\t\tthis.workerConfig = {\n\t\t\tastcSupported: renderer.extensions.has( 'WEBGL_compressed_texture_astc' ),\n\t\t\tetc1Supported: renderer.extensions.has( 'WEBGL_compressed_texture_etc1' ),\n\t\t\tetc2Supported: renderer.extensions.has( 'WEBGL_compressed_texture_etc' ),\n\t\t\tdxtSupported: renderer.extensions.has( 'WEBGL_compressed_texture_s3tc' ),\n\t\t\tbptcSupported: renderer.extensions.has( 'EXT_texture_compression_bptc' ),\n\t\t\tpvrtcSupported: renderer.extensions.has( 'WEBGL_compressed_texture_pvrtc' )\n\t\t\t\t|| renderer.extensions.has( 'WEBKIT_WEBGL_compressed_texture_pvrtc' )\n\t\t};\n\n\n\t\tif ( renderer.capabilities.isWebGL2 ) {\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/22928\n\t\t\tthis.workerConfig.etc1Supported = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinit() {\n\n\t\tif ( ! this.transcoderPending ) {\n\n\t\t\t// Load transcoder wrapper.\n\t\t\tconst jsLoader = new FileLoader( this.manager );\n\t\t\tjsLoader.setPath( this.transcoderPath );\n\t\t\tjsLoader.setWithCredentials( this.withCredentials );\n\t\t\tconst jsContent = jsLoader.loadAsync( 'basis_transcoder.js' );\n\n\t\t\t// Load transcoder WASM binary.\n\t\t\tconst binaryLoader = new FileLoader( this.manager );\n\t\t\tbinaryLoader.setPath( this.transcoderPath );\n\t\t\tbinaryLoader.setResponseType( 'arraybuffer' );\n\t\t\tbinaryLoader.setWithCredentials( this.withCredentials );\n\t\t\tconst binaryContent = binaryLoader.loadAsync( 'basis_transcoder.wasm' );\n\n\t\t\tthis.transcoderPending = Promise.all( [ jsContent, binaryContent ] )\n\t\t\t\t.then( ( [ jsContent, binaryContent ] ) => {\n\n\t\t\t\t\tconst fn = KTX2Loader.BasisWorker.toString();\n\n\t\t\t\t\tconst body = [\n\t\t\t\t\t\t'/* constants */',\n\t\t\t\t\t\t'let _EngineFormat = ' + JSON.stringify( KTX2Loader.EngineFormat ),\n\t\t\t\t\t\t'let _TranscoderFormat = ' + JSON.stringify( KTX2Loader.TranscoderFormat ),\n\t\t\t\t\t\t'let _BasisFormat = ' + JSON.stringify( KTX2Loader.BasisFormat ),\n\t\t\t\t\t\t'/* basis_transcoder.js */',\n\t\t\t\t\t\tjsContent,\n\t\t\t\t\t\t'/* worker */',\n\t\t\t\t\t\tfn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )\n\t\t\t\t\t].join( '\\n' );\n\n\t\t\t\t\tthis.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );\n\t\t\t\t\tthis.transcoderBinary = binaryContent;\n\n\t\t\t\t\tthis.workerPool.setWorkerCreator( () => {\n\n\t\t\t\t\t\tconst worker = new Worker( this.workerSourceURL );\n\t\t\t\t\t\tconst transcoderBinary = this.transcoderBinary.slice( 0 );\n\n\t\t\t\t\t\tworker.postMessage( { type: 'init', config: this.workerConfig, transcoderBinary }, [ transcoderBinary ] );\n\n\t\t\t\t\t\treturn worker;\n\n\t\t\t\t\t} );\n\n\t\t\t\t} );\n\n\t\t\tif ( _activeLoaders > 0 ) {\n\n\t\t\t\t// Each instance loads a transcoder and allocates workers, increasing network and memory cost.\n\n\t\t\t\tconsole.warn(\n\n\t\t\t\t\t'THREE.KTX2Loader: Multiple active KTX2 loaders may cause performance issues.'\n\t\t\t\t\t+ ' Use a single KTX2Loader instance, or call .dispose() on old instances.'\n\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\t_activeLoaders ++;\n\n\t\t}\n\n\t\treturn this.transcoderPending;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.workerConfig === null ) {\n\n\t\t\tthrow new Error( 'THREE.KTX2Loader: Missing initialization with `.detectSupport( renderer )`.' );\n\n\t\t}\n\n\t\tconst loader = new FileLoader( this.manager );\n\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, ( buffer ) => {\n\n\t\t\t// Check for an existing task using this buffer. A transferred buffer cannot be transferred\n\t\t\t// again from this thread.\n\t\t\tif ( _taskCache.has( buffer ) ) {\n\n\t\t\t\tconst cachedTask = _taskCache.get( buffer );\n\n\t\t\t\treturn cachedTask.promise.then( onLoad ).catch( onError );\n\n\t\t\t}\n\n\t\t\tthis._createTexture( buffer )\n\t\t\t\t.then( ( texture ) => onLoad ? onLoad( texture ) : null )\n\t\t\t\t.catch( onError );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\t_createTextureFrom( transcodeResult, container ) {\n\n\t\tconst { mipmaps, width, height, format, type, error, dfdTransferFn, dfdFlags } = transcodeResult;\n\n\t\tif ( type === 'error' ) return Promise.reject( error );\n\n\t\tconst texture = container.layerCount > 1\n\t\t\t? new CompressedArrayTexture( mipmaps, width, height, container.layerCount, format, UnsignedByteType )\n\t\t\t: new CompressedTexture( mipmaps, width, height, format, UnsignedByteType );\n\n\n\t\ttexture.minFilter = mipmaps.length === 1 ? LinearFilter : LinearMipmapLinearFilter;\n\t\ttexture.magFilter = LinearFilter;\n\t\ttexture.generateMipmaps = false;\n\n\t\ttexture.needsUpdate = true;\n\t\ttexture.encoding = dfdTransferFn === x$1 ? sRGBEncoding : LinearEncoding;\n\t\ttexture.premultiplyAlpha = !! ( dfdFlags & p );\n\n\t\treturn texture;\n\n\t}\n\n\t/**\n\t * @param {ArrayBuffer} buffer\n\t * @param {object?} config\n\t * @return {Promise}\n\t */\n\tasync _createTexture( buffer, config = {} ) {\n\n\t\tconst container = Pi( new Uint8Array( buffer ) );\n\n\t\tif ( container.vkFormat !== nt ) {\n\n\t\t\treturn createDataTexture( container );\n\n\t\t}\n\n\t\t//\n\t\tconst taskConfig = config;\n\t\tconst texturePending = this.init().then( () => {\n\n\t\t\treturn this.workerPool.postMessage( { type: 'transcode', buffer, taskConfig: taskConfig }, [ buffer ] );\n\n\t\t} ).then( ( e ) => this._createTextureFrom( e.data, container ) );\n\n\t\t// Cache the task result.\n\t\t_taskCache.set( buffer, { promise: texturePending } );\n\n\t\treturn texturePending;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.workerPool.dispose();\n\t\tif ( this.workerSourceURL ) URL.revokeObjectURL( this.workerSourceURL );\n\n\t\t_activeLoaders --;\n\n\t\treturn this;\n\n\t}\n\n}\n\n\n/* CONSTANTS */\n\nKTX2Loader.BasisFormat = {\n\tETC1S: 0,\n\tUASTC_4x4: 1,\n};\n\nKTX2Loader.TranscoderFormat = {\n\tETC1: 0,\n\tETC2: 1,\n\tBC1: 2,\n\tBC3: 3,\n\tBC4: 4,\n\tBC5: 5,\n\tBC7_M6_OPAQUE_ONLY: 6,\n\tBC7_M5: 7,\n\tPVRTC1_4_RGB: 8,\n\tPVRTC1_4_RGBA: 9,\n\tASTC_4x4: 10,\n\tATC_RGB: 11,\n\tATC_RGBA_INTERPOLATED_ALPHA: 12,\n\tRGBA32: 13,\n\tRGB565: 14,\n\tBGR565: 15,\n\tRGBA4444: 16,\n};\n\nKTX2Loader.EngineFormat = {\n\tRGBAFormat: RGBAFormat,\n\tRGBA_ASTC_4x4_Format: RGBA_ASTC_4x4_Format,\n\tRGBA_BPTC_Format: RGBA_BPTC_Format,\n\tRGBA_ETC2_EAC_Format: RGBA_ETC2_EAC_Format,\n\tRGBA_PVRTC_4BPPV1_Format: RGBA_PVRTC_4BPPV1_Format,\n\tRGBA_S3TC_DXT5_Format: RGBA_S3TC_DXT5_Format,\n\tRGB_ETC1_Format: RGB_ETC1_Format,\n\tRGB_ETC2_Format: RGB_ETC2_Format,\n\tRGB_PVRTC_4BPPV1_Format: RGB_PVRTC_4BPPV1_Format,\n\tRGB_S3TC_DXT1_Format: RGB_S3TC_DXT1_Format,\n};\n\n\n/* WEB WORKER */\n\nKTX2Loader.BasisWorker = function () {\n\n\tlet config;\n\tlet transcoderPending;\n\tlet BasisModule;\n\n\tconst EngineFormat = _EngineFormat; // eslint-disable-line no-undef\n\tconst TranscoderFormat = _TranscoderFormat; // eslint-disable-line no-undef\n\tconst BasisFormat = _BasisFormat; // eslint-disable-line no-undef\n\n\tself.addEventListener( 'message', function ( e ) {\n\n\t\tconst message = e.data;\n\n\t\tswitch ( message.type ) {\n\n\t\t\tcase 'init':\n\t\t\t\tconfig = message.config;\n\t\t\t\tinit( message.transcoderBinary );\n\t\t\t\tbreak;\n\n\t\t\tcase 'transcode':\n\t\t\t\ttranscoderPending.then( () => {\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\tconst { width, height, hasAlpha, mipmaps, format, dfdTransferFn, dfdFlags } = transcode( message.buffer );\n\n\t\t\t\t\t\tconst buffers = [];\n\n\t\t\t\t\t\tfor ( let i = 0; i < mipmaps.length; ++ i ) {\n\n\t\t\t\t\t\t\tbuffers.push( mipmaps[ i ].data.buffer );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tself.postMessage( { type: 'transcode', id: message.id, width, height, hasAlpha, mipmaps, format, dfdTransferFn, dfdFlags }, buffers );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tconsole.error( error );\n\n\t\t\t\t\t\tself.postMessage( { type: 'error', id: message.id, error: error.message } );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t} );\n\n\tfunction init( wasmBinary ) {\n\n\t\ttranscoderPending = new Promise( ( resolve ) => {\n\n\t\t\tBasisModule = { wasmBinary, onRuntimeInitialized: resolve };\n\t\t\tBASIS( BasisModule ); // eslint-disable-line no-undef\n\n\t\t} ).then( () => {\n\n\t\t\tBasisModule.initializeBasis();\n\n\t\t\tif ( BasisModule.KTX2File === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.KTX2Loader: Please update Basis Universal transcoder.' );\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\tfunction transcode( buffer ) {\n\n\t\tconst ktx2File = new BasisModule.KTX2File( new Uint8Array( buffer ) );\n\n\t\tfunction cleanup() {\n\n\t\t\tktx2File.close();\n\t\t\tktx2File.delete();\n\n\t\t}\n\n\t\tif ( ! ktx2File.isValid() ) {\n\n\t\t\tcleanup();\n\t\t\tthrow new Error( 'THREE.KTX2Loader:\tInvalid or unsupported .ktx2 file' );\n\n\t\t}\n\n\t\tconst basisFormat = ktx2File.isUASTC() ? BasisFormat.UASTC_4x4 : BasisFormat.ETC1S;\n\t\tconst width = ktx2File.getWidth();\n\t\tconst height = ktx2File.getHeight();\n\t\tconst layers = ktx2File.getLayers() || 1;\n\t\tconst levels = ktx2File.getLevels();\n\t\tconst hasAlpha = ktx2File.getHasAlpha();\n\t\tconst dfdTransferFn = ktx2File.getDFDTransferFunc();\n\t\tconst dfdFlags = ktx2File.getDFDFlags();\n\n\t\tconst { transcoderFormat, engineFormat } = getTranscoderFormat( basisFormat, width, height, hasAlpha );\n\n\t\tif ( ! width || ! height || ! levels ) {\n\n\t\t\tcleanup();\n\t\t\tthrow new Error( 'THREE.KTX2Loader:\tInvalid texture' );\n\n\t\t}\n\n\t\tif ( ! ktx2File.startTranscoding() ) {\n\n\t\t\tcleanup();\n\t\t\tthrow new Error( 'THREE.KTX2Loader: .startTranscoding failed' );\n\n\t\t}\n\n\t\tconst mipmaps = [];\n\n\t\tfor ( let mip = 0; mip < levels; mip ++ ) {\n\n\t\t\tconst layerMips = [];\n\n\t\t\tlet mipWidth, mipHeight;\n\n\t\t\tfor ( let layer = 0; layer < layers; layer ++ ) {\n\n\t\t\t\tconst levelInfo = ktx2File.getImageLevelInfo( mip, layer, 0 );\n\t\t\t\tmipWidth = levelInfo.origWidth;\n\t\t\t\tmipHeight = levelInfo.origHeight;\n\t\t\t\tconst dst = new Uint8Array( ktx2File.getImageTranscodedSizeInBytes( mip, layer, 0, transcoderFormat ) );\n\t\t\t\tconst status = ktx2File.transcodeImage(\n\t\t\t\t\tdst,\n\t\t\t\t\tmip,\n\t\t\t\t\tlayer,\n\t\t\t\t\t0,\n\t\t\t\t\ttranscoderFormat,\n\t\t\t\t\t0,\n\t\t\t\t\t- 1,\n\t\t\t\t\t- 1,\n\t\t\t\t);\n\n\t\t\t\tif ( ! status ) {\n\n\t\t\t\t\tcleanup();\n\t\t\t\t\tthrow new Error( 'THREE.KTX2Loader: .transcodeImage failed.' );\n\n\t\t\t\t}\n\n\t\t\t\tlayerMips.push( dst );\n\n\t\t\t}\n\n\t\t\tmipmaps.push( { data: concat( layerMips ), width: mipWidth, height: mipHeight } );\n\n\t\t}\n\n\t\tcleanup();\n\n\t\treturn { width, height, hasAlpha, mipmaps, format: engineFormat, dfdTransferFn, dfdFlags };\n\n\t}\n\n\t//\n\n\t// Optimal choice of a transcoder target format depends on the Basis format (ETC1S or UASTC),\n\t// device capabilities, and texture dimensions. The list below ranks the formats separately\n\t// for ETC1S and UASTC.\n\t//\n\t// In some cases, transcoding UASTC to RGBA32 might be preferred for higher quality (at\n\t// significant memory cost) compared to ETC1/2, BC1/3, and PVRTC. The transcoder currently\n\t// chooses RGBA32 only as a last resort and does not expose that option to the caller.\n\tconst FORMAT_OPTIONS = [\n\t\t{\n\t\t\tif: 'astcSupported',\n\t\t\tbasisFormat: [ BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.ASTC_4x4, TranscoderFormat.ASTC_4x4 ],\n\t\t\tengineFormat: [ EngineFormat.RGBA_ASTC_4x4_Format, EngineFormat.RGBA_ASTC_4x4_Format ],\n\t\t\tpriorityETC1S: Infinity,\n\t\t\tpriorityUASTC: 1,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'bptcSupported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.BC7_M5, TranscoderFormat.BC7_M5 ],\n\t\t\tengineFormat: [ EngineFormat.RGBA_BPTC_Format, EngineFormat.RGBA_BPTC_Format ],\n\t\t\tpriorityETC1S: 3,\n\t\t\tpriorityUASTC: 2,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'dxtSupported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.BC1, TranscoderFormat.BC3 ],\n\t\t\tengineFormat: [ EngineFormat.RGB_S3TC_DXT1_Format, EngineFormat.RGBA_S3TC_DXT5_Format ],\n\t\t\tpriorityETC1S: 4,\n\t\t\tpriorityUASTC: 5,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'etc2Supported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.ETC1, TranscoderFormat.ETC2 ],\n\t\t\tengineFormat: [ EngineFormat.RGB_ETC2_Format, EngineFormat.RGBA_ETC2_EAC_Format ],\n\t\t\tpriorityETC1S: 1,\n\t\t\tpriorityUASTC: 3,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'etc1Supported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.ETC1 ],\n\t\t\tengineFormat: [ EngineFormat.RGB_ETC1_Format ],\n\t\t\tpriorityETC1S: 2,\n\t\t\tpriorityUASTC: 4,\n\t\t\tneedsPowerOfTwo: false,\n\t\t},\n\t\t{\n\t\t\tif: 'pvrtcSupported',\n\t\t\tbasisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ],\n\t\t\ttranscoderFormat: [ TranscoderFormat.PVRTC1_4_RGB, TranscoderFormat.PVRTC1_4_RGBA ],\n\t\t\tengineFormat: [ EngineFormat.RGB_PVRTC_4BPPV1_Format, EngineFormat.RGBA_PVRTC_4BPPV1_Format ],\n\t\t\tpriorityETC1S: 5,\n\t\t\tpriorityUASTC: 6,\n\t\t\tneedsPowerOfTwo: true,\n\t\t},\n\t];\n\n\tconst ETC1S_OPTIONS = FORMAT_OPTIONS.sort( function ( a, b ) {\n\n\t\treturn a.priorityETC1S - b.priorityETC1S;\n\n\t} );\n\tconst UASTC_OPTIONS = FORMAT_OPTIONS.sort( function ( a, b ) {\n\n\t\treturn a.priorityUASTC - b.priorityUASTC;\n\n\t} );\n\n\tfunction getTranscoderFormat( basisFormat, width, height, hasAlpha ) {\n\n\t\tlet transcoderFormat;\n\t\tlet engineFormat;\n\n\t\tconst options = basisFormat === BasisFormat.ETC1S ? ETC1S_OPTIONS : UASTC_OPTIONS;\n\n\t\tfor ( let i = 0; i < options.length; i ++ ) {\n\n\t\t\tconst opt = options[ i ];\n\n\t\t\tif ( ! config[ opt.if ] ) continue;\n\t\t\tif ( ! opt.basisFormat.includes( basisFormat ) ) continue;\n\t\t\tif ( hasAlpha && opt.transcoderFormat.length < 2 ) continue;\n\t\t\tif ( opt.needsPowerOfTwo && ! ( isPowerOfTwo( width ) && isPowerOfTwo( height ) ) ) continue;\n\n\t\t\ttranscoderFormat = opt.transcoderFormat[ hasAlpha ? 1 : 0 ];\n\t\t\tengineFormat = opt.engineFormat[ hasAlpha ? 1 : 0 ];\n\n\t\t\treturn { transcoderFormat, engineFormat };\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.KTX2Loader: No suitable compressed texture format found. Decoding to RGBA32.' );\n\n\t\ttranscoderFormat = TranscoderFormat.RGBA32;\n\t\tengineFormat = EngineFormat.RGBAFormat;\n\n\t\treturn { transcoderFormat, engineFormat };\n\n\t}\n\n\tfunction isPowerOfTwo( value ) {\n\n\t\tif ( value <= 2 ) return true;\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t}\n\n\t/** Concatenates N byte arrays. */\n\tfunction concat( arrays ) {\n\n\t\tlet totalByteLength = 0;\n\n\t\tfor ( const array of arrays ) {\n\n\t\t\ttotalByteLength += array.byteLength;\n\n\t\t}\n\n\t\tconst result = new Uint8Array( totalByteLength );\n\n\t\tlet byteOffset = 0;\n\n\t\tfor ( const array of arrays ) {\n\n\t\t\tresult.set( array, byteOffset );\n\n\t\t\tbyteOffset += array.byteLength;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n};\n\n//\n// DataTexture and Data3DTexture parsing.\n\nconst FORMAT_MAP = {\n\n\t[ Ae ]: RGBAFormat,\n\t[ pe ]: RGBAFormat,\n\t[ Ot ]: RGBAFormat,\n\t[ Ft ]: RGBAFormat,\n\n\t[ de ]: RGFormat,\n\t[ se ]: RGFormat,\n\t[ yt ]: RGFormat,\n\t[ dt ]: RGFormat,\n\n\t[ xe ]: RedFormat,\n\t[ $t ]: RedFormat,\n\t[ gt ]: RedFormat,\n\t[ ct ]: RedFormat,\n\n};\n\nconst TYPE_MAP = {\n\n\t[ Ae ]: FloatType,\n\t[ pe ]: HalfFloatType,\n\t[ Ot ]: UnsignedByteType,\n\t[ Ft ]: UnsignedByteType,\n\n\t[ de ]: FloatType,\n\t[ se ]: HalfFloatType,\n\t[ yt ]: UnsignedByteType,\n\t[ dt ]: UnsignedByteType,\n\n\t[ xe ]: FloatType,\n\t[ $t ]: HalfFloatType,\n\t[ gt ]: UnsignedByteType,\n\t[ ct ]: UnsignedByteType,\n\n};\n\nconst ENCODING_MAP = {\n\n\t[ Ft ]: sRGBEncoding,\n\t[ dt ]: sRGBEncoding,\n\t[ gt ]: sRGBEncoding,\n\n};\n\nasync function createDataTexture( container ) {\n\n\tconst { vkFormat, pixelWidth, pixelHeight, pixelDepth } = container;\n\n\tif ( FORMAT_MAP[ vkFormat ] === undefined ) {\n\n\t\tthrow new Error( 'THREE.KTX2Loader: Unsupported vkFormat.' );\n\n\t}\n\n\tconst level = container.levels[ 0 ];\n\n\tlet levelData;\n\tlet view;\n\n\tif ( container.supercompressionScheme === t ) {\n\n\t\tlevelData = level.levelData;\n\n\t} else if ( container.supercompressionScheme === n ) {\n\n\t\tif ( ! _zstd ) {\n\n\t\t\t_zstd = new Promise( async ( resolve ) => {\n\n\t\t\t\tconst zstd = new Q();\n\t\t\t\tawait zstd.init();\n\t\t\t\tresolve( zstd );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tlevelData = ( await _zstd ).decode( level.levelData, level.uncompressedByteLength );\n\n\t} else {\n\n\t\tthrow new Error( 'THREE.KTX2Loader: Unsupported supercompressionScheme.' );\n\n\t}\n\n\tif ( TYPE_MAP[ vkFormat ] === FloatType ) {\n\n\t\tview = new Float32Array(\n\n\t\t\tlevelData.buffer,\n\t\t\tlevelData.byteOffset,\n\t\t\tlevelData.byteLength / Float32Array.BYTES_PER_ELEMENT\n\n\t\t);\n\n\t} else if ( TYPE_MAP[ vkFormat ] === HalfFloatType ) {\n\n\t\tview = new Uint16Array(\n\n\t\t\tlevelData.buffer,\n\t\t\tlevelData.byteOffset,\n\t\t\tlevelData.byteLength / Uint16Array.BYTES_PER_ELEMENT\n\n\t\t);\n\n\t} else {\n\n\t\tview = levelData;\n\n\t}\n\t//\n\n\tconst texture = pixelDepth === 0\n\t\t? new DataTexture( view, pixelWidth, pixelHeight )\n\t\t: new Data3DTexture( view, pixelWidth, pixelHeight, pixelDepth );\n\n\ttexture.type = TYPE_MAP[ vkFormat ];\n\ttexture.format = FORMAT_MAP[ vkFormat ];\n\ttexture.encoding = ENCODING_MAP[ vkFormat ] || LinearEncoding;\n\n\ttexture.needsUpdate = true;\n\n\t//\n\n\treturn Promise.resolve( texture );\n\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$9, _b$8;\nconst $retainerCount = Symbol('retainerCount');\nconst $recentlyUsed = Symbol('recentlyUsed');\nconst $evict = Symbol('evict');\nconst $evictionThreshold = Symbol('evictionThreshold');\nconst $cache = Symbol('cache');\n/**\n * The CacheEvictionPolicy manages the lifecycle for items in a cache,\n * evicting any items outside some threshold bounds in \"recently used\" order,\n * if they are evictable.\n *\n * Items are considered cached as they are retained. When all retainers\n * of an item release it, that item is considered evictable.\n */\nclass CacheEvictionPolicy {\n constructor(cache, evictionThreshold = 5) {\n this[_a$9] = new Map();\n this[_b$8] = [];\n this[$cache] = cache;\n this[$evictionThreshold] = evictionThreshold;\n }\n /**\n * The eviction threshold is the maximum number of items to hold\n * in cache indefinitely. Items within the threshold (in recently\n * used order) will continue to be cached even if they have zero\n * retainers.\n */\n set evictionThreshold(value) {\n this[$evictionThreshold] = value;\n this[$evict]();\n }\n get evictionThreshold() {\n return this[$evictionThreshold];\n }\n /**\n * A reference to the cache that operates under this policy\n */\n get cache() {\n return this[$cache];\n }\n /**\n * Given an item key, returns the number of retainers of that item\n */\n retainerCount(key) {\n return this[$retainerCount].get(key) || 0;\n }\n /**\n * Resets the internal tracking of cache item retainers. Use only in cases\n * where it is certain that all retained cache items have been accounted for!\n */\n reset() {\n this[$retainerCount].clear();\n this[$recentlyUsed] = [];\n }\n /**\n * Mark a given cache item as retained, where the item is represented\n * by its key. An item can have any number of retainers.\n */\n retain(key) {\n if (!this[$retainerCount].has(key)) {\n this[$retainerCount].set(key, 0);\n }\n this[$retainerCount].set(key, this[$retainerCount].get(key) + 1);\n const recentlyUsedIndex = this[$recentlyUsed].indexOf(key);\n if (recentlyUsedIndex !== -1) {\n this[$recentlyUsed].splice(recentlyUsedIndex, 1);\n }\n this[$recentlyUsed].unshift(key);\n // Evict, in case retaining a new item pushed an evictable item beyond the\n // eviction threshold\n this[$evict]();\n }\n /**\n * Mark a given cache item as released by one of its retainers, where the item\n * is represented by its key. When all retainers of an item have released it,\n * the item is considered evictable.\n */\n release(key) {\n if (this[$retainerCount].has(key)) {\n this[$retainerCount].set(key, Math.max(this[$retainerCount].get(key) - 1, 0));\n }\n this[$evict]();\n }\n [(_a$9 = $retainerCount, _b$8 = $recentlyUsed, $evict)]() {\n if (this[$recentlyUsed].length < this[$evictionThreshold]) {\n return;\n }\n for (let i = this[$recentlyUsed].length - 1; i >= this[$evictionThreshold]; --i) {\n const key = this[$recentlyUsed][i];\n const retainerCount = this[$retainerCount].get(key);\n if (retainerCount === 0) {\n this[$cache].delete(key);\n this[$recentlyUsed].splice(i, 1);\n }\n }\n }\n}\n\n/* @license\n * Copyright 2021 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * KHR_materials_variants specification allows duplicated variant names\n * but it makes handling the extension complex.\n * We ensure tha names and make it easier.\n * If you want to export the extension with the original names\n * you are recommended to write GLTFExporter plugin to restore the names.\n *\n * @param variantNames {Array}\n * @return {Array}\n */\nconst ensureUniqueNames = (variantNames) => {\n const uniqueNames = [];\n const knownNames = new Set();\n for (const name of variantNames) {\n let uniqueName = name;\n let suffix = 0;\n // @TODO: An easy solution.\n // O(N^2) in the worst scenario where N is variantNames.length.\n // Fix me if needed.\n while (knownNames.has(uniqueName)) {\n uniqueName = name + '.' + (++suffix);\n }\n knownNames.add(uniqueName);\n uniqueNames.push(uniqueName);\n }\n return uniqueNames;\n};\n/**\n * Convert mappings array to table object to make handling the extension easier.\n *\n * @param\n * extensionDef {glTF.meshes[n].primitive.extensions.KHR_materials_variants}\n * @param variantNames {Array} Required to be unique names\n * @return {Map}\n */\nconst mappingsArrayToTable = (extensionDef) => {\n const table = new Map();\n for (const mapping of extensionDef.mappings) {\n for (const variant of mapping.variants) {\n table.set(variant, { material: null, gltfMaterialIndex: mapping.material });\n }\n }\n return table;\n};\nclass GLTFMaterialsVariantsExtension {\n constructor(parser) {\n this.parser = parser;\n this.name = 'KHR_materials_variants';\n }\n // Note that the following properties will be overridden even if they are\n // pre-defined\n // - gltf.userData.variants\n // - mesh.userData.variantMaterials\n afterRoot(gltf) {\n const parser = this.parser;\n const json = parser.json;\n if (json.extensions === undefined ||\n json.extensions[this.name] === undefined) {\n return null;\n }\n const extensionDef = json.extensions[this.name];\n const variantsDef = extensionDef.variants || [];\n const variants = ensureUniqueNames(variantsDef.map((v) => v.name));\n for (const scene of gltf.scenes) {\n // Save the variants data under associated mesh.userData\n scene.traverse(object => {\n const mesh = object;\n if (!mesh.isMesh) {\n return;\n }\n const association = parser.associations.get(mesh);\n if (association == null || association.meshes == null ||\n association.primitives == null) {\n return;\n }\n const meshDef = json.meshes[association.meshes];\n const primitivesDef = meshDef.primitives;\n const primitiveDef = primitivesDef[association.primitives];\n const extensionsDef = primitiveDef.extensions;\n if (!extensionsDef || !extensionsDef[this.name]) {\n return;\n }\n mesh.userData.variantMaterials =\n mappingsArrayToTable(extensionsDef[this.name]);\n });\n }\n gltf.userData.variants = variants;\n return Promise.resolve();\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$8, _b$7;\nTexture$1.DEFAULT_ANISOTROPY = 4;\n/**\n * A helper to Promise-ify a Three.js GLTFLoader\n */\nconst loadWithLoader = (url, loader, progressCallback = () => { }) => {\n const onProgress = (event) => {\n const fraction = event.loaded / event.total;\n progressCallback(Math.max(0, Math.min(1, isFinite(fraction) ? fraction : 1)));\n };\n return new Promise((resolve, reject) => {\n loader.load(url, resolve, onProgress, reject);\n });\n};\n/** Helper to load a script tag. */\nconst fetchScript = (src) => {\n return new Promise((resolve, reject) => {\n const script = document.createElement('script');\n document.body.appendChild(script);\n script.onload = resolve;\n script.onerror = reject;\n script.async = true;\n script.src = src;\n });\n};\nconst cache = new Map();\nconst preloaded = new Map();\nlet dracoDecoderLocation;\nconst dracoLoader = new DRACOLoader();\nlet ktx2TranscoderLocation;\nconst ktx2Loader = new KTX2Loader();\nlet meshoptDecoderLocation;\nlet meshoptDecoder;\nconst $loader = Symbol('loader');\nconst $evictionPolicy = Symbol('evictionPolicy');\nconst $GLTFInstance = Symbol('GLTFInstance');\nclass CachingGLTFLoader extends EventDispatcher {\n constructor(GLTFInstance) {\n super();\n this[_b$7] = new GLTFLoader().register(parser => new GLTFMaterialsVariantsExtension(parser));\n this[$GLTFInstance] = GLTFInstance;\n this[$loader].setDRACOLoader(dracoLoader);\n this[$loader].setKTX2Loader(ktx2Loader);\n }\n static setDRACODecoderLocation(url) {\n dracoDecoderLocation = url;\n dracoLoader.setDecoderPath(url);\n }\n static getDRACODecoderLocation() {\n return dracoDecoderLocation;\n }\n static setKTX2TranscoderLocation(url) {\n ktx2TranscoderLocation = url;\n ktx2Loader.setTranscoderPath(url);\n }\n static getKTX2TranscoderLocation() {\n return ktx2TranscoderLocation;\n }\n static setMeshoptDecoderLocation(url) {\n if (meshoptDecoderLocation !== url) {\n meshoptDecoderLocation = url;\n meshoptDecoder = fetchScript(url)\n .then(() => MeshoptDecoder.ready)\n .then(() => MeshoptDecoder);\n }\n }\n static getMeshoptDecoderLocation() {\n return meshoptDecoderLocation;\n }\n static initializeKTX2Loader(renderer) {\n ktx2Loader.detectSupport(renderer);\n }\n static get cache() {\n return cache;\n }\n /** @nocollapse */\n static clearCache() {\n cache.forEach((_value, url) => {\n this.delete(url);\n });\n this[$evictionPolicy].reset();\n }\n static has(url) {\n return cache.has(url);\n }\n /** @nocollapse */\n static async delete(url) {\n if (!this.has(url)) {\n return;\n }\n const gltfLoads = cache.get(url);\n preloaded.delete(url);\n cache.delete(url);\n const gltf = await gltfLoads;\n // Dispose of the cached glTF's materials and geometries:\n gltf.dispose();\n }\n /**\n * Returns true if the model that corresponds to the specified url is\n * available in our local cache.\n */\n static hasFinishedLoading(url) {\n return !!preloaded.get(url);\n }\n get [(_a$8 = $evictionPolicy, _b$7 = $loader, $evictionPolicy)]() {\n return this.constructor[$evictionPolicy];\n }\n /**\n * Preloads a glTF, populating the cache. Returns a promise that resolves\n * when the cache is populated.\n */\n async preload(url, element, progressCallback = () => { }) {\n this[$loader].setWithCredentials(CachingGLTFLoader.withCredentials);\n this.dispatchEvent({ type: 'preload', element: element, src: url });\n if (!cache.has(url)) {\n if (meshoptDecoder != null) {\n this[$loader].setMeshoptDecoder(await meshoptDecoder);\n }\n const rawGLTFLoads = loadWithLoader(url, this[$loader], (progress) => {\n progressCallback(progress * 0.8);\n });\n const GLTFInstance = this[$GLTFInstance];\n const gltfInstanceLoads = rawGLTFLoads\n .then((rawGLTF) => {\n return GLTFInstance.prepare(rawGLTF);\n })\n .then((preparedGLTF) => {\n progressCallback(0.9);\n return new GLTFInstance(preparedGLTF);\n })\n .catch((reason => {\n console.error(reason);\n return new GLTFInstance();\n }));\n cache.set(url, gltfInstanceLoads);\n }\n await cache.get(url);\n preloaded.set(url, true);\n if (progressCallback) {\n progressCallback(1.0);\n }\n }\n /**\n * Loads a glTF from the specified url and resolves a unique clone of the\n * glTF. If the glTF has already been loaded, makes a clone of the cached\n * copy.\n */\n async load(url, element, progressCallback = () => { }) {\n await this.preload(url, element, progressCallback);\n const gltf = await cache.get(url);\n const clone = await gltf.clone();\n this[$evictionPolicy].retain(url);\n // Patch dispose so that we can properly account for instance use\n // in the caching layer:\n clone.dispose = () => {\n this[$evictionPolicy].release(url);\n };\n return clone;\n }\n}\nCachingGLTFLoader[_a$8] = new CacheEvictionPolicy(CachingGLTFLoader);\n\nclass CSS2DObject extends Object3D {\n\n\tconstructor( element = document.createElement( 'div' ) ) {\n\n\t\tsuper();\n\n\t\tthis.isCSS2DObject = true;\n\n\t\tthis.element = element;\n\n\t\tthis.element.style.position = 'absolute';\n\t\tthis.element.style.userSelect = 'none';\n\n\t\tthis.element.setAttribute( 'draggable', false );\n\n\t\tthis.addEventListener( 'removed', function () {\n\n\t\t\tthis.traverse( function ( object ) {\n\n\t\t\t\tif ( object.element instanceof Element && object.element.parentNode !== null ) {\n\n\t\t\t\t\tobject.element.parentNode.removeChild( object.element );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.element = source.element.cloneNode( true );\n\n\t\treturn this;\n\n\t}\n\n}\n\n//\n\nconst _vector = new Vector3();\nconst _viewMatrix = new Matrix4();\nconst _viewProjectionMatrix = new Matrix4();\nconst _a$7 = new Vector3();\nconst _b$6 = new Vector3();\n\nclass CSS2DRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst _this = this;\n\n\t\tlet _width, _height;\n\t\tlet _widthHalf, _heightHalf;\n\n\t\tconst cache = {\n\t\t\tobjects: new WeakMap()\n\t\t};\n\n\t\tconst domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );\n\n\t\tdomElement.style.overflow = 'hidden';\n\n\t\tthis.domElement = domElement;\n\n\t\tthis.getSize = function () {\n\n\t\t\treturn {\n\t\t\t\twidth: _width,\n\t\t\t\theight: _height\n\t\t\t};\n\n\t\t};\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\t_viewMatrix.copy( camera.matrixWorldInverse );\n\t\t\t_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );\n\n\t\t\trenderObject( scene, scene, camera );\n\t\t\tzOrder( scene );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_widthHalf = _width / 2;\n\t\t\t_heightHalf = _height / 2;\n\n\t\t\tdomElement.style.width = width + 'px';\n\t\t\tdomElement.style.height = height + 'px';\n\n\t\t};\n\n\t\tfunction renderObject( object, scene, camera ) {\n\n\t\t\tif ( object.isCSS2DObject ) {\n\n\t\t\t\t_vector.setFromMatrixPosition( object.matrixWorld );\n\t\t\t\t_vector.applyMatrix4( _viewProjectionMatrix );\n\n\t\t\t\tconst visible = ( object.visible === true ) && ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );\n\t\t\t\tobject.element.style.display = ( visible === true ) ? '' : 'none';\n\n\t\t\t\tif ( visible === true ) {\n\n\t\t\t\t\tobject.onBeforeRender( _this, scene, camera );\n\n\t\t\t\t\tconst element = object.element;\n\n\t\t\t\t\telement.style.transform = 'translate(-50%,-50%) translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';\n\n\t\t\t\t\tif ( element.parentNode !== domElement ) {\n\n\t\t\t\t\t\tdomElement.appendChild( element );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject.onAfterRender( _this, scene, camera );\n\n\t\t\t\t}\n\n\t\t\t\tconst objectData = {\n\t\t\t\t\tdistanceToCameraSquared: getDistanceToSquared( camera, object )\n\t\t\t\t};\n\n\t\t\t\tcache.objects.set( object, objectData );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\trenderObject( object.children[ i ], scene, camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getDistanceToSquared( object1, object2 ) {\n\n\t\t\t_a$7.setFromMatrixPosition( object1.matrixWorld );\n\t\t\t_b$6.setFromMatrixPosition( object2.matrixWorld );\n\n\t\t\treturn _a$7.distanceToSquared( _b$6 );\n\n\t\t}\n\n\t\tfunction filterAndFlatten( scene ) {\n\n\t\t\tconst result = [];\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tif ( object.isCSS2DObject ) result.push( object );\n\n\t\t\t} );\n\n\t\t\treturn result;\n\n\t\t}\n\n\t\tfunction zOrder( scene ) {\n\n\t\t\tconst sorted = filterAndFlatten( scene ).sort( function ( a, b ) {\n\n\t\t\t\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\t\t\t\treturn b.renderOrder - a.renderOrder;\n\n\t\t\t\t}\n\n\t\t\t\tconst distanceA = cache.objects.get( a ).distanceToCameraSquared;\n\t\t\t\tconst distanceB = cache.objects.get( b ).distanceToCameraSquared;\n\n\t\t\t\treturn distanceA - distanceB;\n\n\t\t\t} );\n\n\t\t\tconst zMax = sorted.length;\n\n\t\t\tfor ( let i = 0, l = sorted.length; i < l; i ++ ) {\n\n\t\t\t\tsorted[ i ].element.style.zIndex = zMax - i;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction reduceVertices( object, func, initialValue ) {\n\n\tlet value = initialValue;\n\tconst vertex = new Vector3();\n\n\tobject.updateWorldMatrix( true, true );\n\n\tobject.traverseVisible( ( child ) => {\n\n\t\tconst { geometry } = child;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tconst { position } = geometry.attributes;\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( let i = 0, l = position.count; i < l; i ++ ) {\n\n\t\t\t\t\tif ( child.isMesh ) {\n\n\t\t\t\t\t\tchild.getVertexPosition( i, vertex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! child.isSkinnedMesh ) {\n\n\t\t\t\t\t\tvertex.applyMatrix4( child.matrixWorld );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvalue = func( value, vertex );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t} );\n\n\treturn value;\n\n}\n\nclass GLTFExporter {\n\n\tconstructor() {\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFLightExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsUnlitExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsVolumeExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsIorExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsSpecularExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( writer );\n\n\t\t} );\n\n\t\tthis.register( function ( writer ) {\n\n\t\t\treturn new GLTFMaterialsIridescenceExtension( writer );\n\n\t\t} );\n\n\t}\n\n\tregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Parse scenes and generate GLTF output\n\t * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes\n\t * @param {Function} onDone Callback on completed\n\t * @param {Function} onError Callback on errors\n\t * @param {Object} options options\n\t */\n\tparse( input, onDone, onError, options ) {\n\n\t\tconst writer = new GLTFWriter();\n\t\tconst plugins = [];\n\n\t\tfor ( let i = 0, il = this.pluginCallbacks.length; i < il; i ++ ) {\n\n\t\t\tplugins.push( this.pluginCallbacks[ i ]( writer ) );\n\n\t\t}\n\n\t\twriter.setPlugins( plugins );\n\t\twriter.write( input, onDone, options ).catch( onError );\n\n\t}\n\n\tparseAsync( input, options ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.parse( input, resolve, reject, options );\n\n\t\t} );\n\n\t}\n\n}\n\n//------------------------------------------------------------------------------\n// Constants\n//------------------------------------------------------------------------------\n\nconst WEBGL_CONSTANTS = {\n\tPOINTS: 0x0000,\n\tLINES: 0x0001,\n\tLINE_LOOP: 0x0002,\n\tLINE_STRIP: 0x0003,\n\tTRIANGLES: 0x0004,\n\tTRIANGLE_STRIP: 0x0005,\n\tTRIANGLE_FAN: 0x0006,\n\n\tUNSIGNED_BYTE: 0x1401,\n\tUNSIGNED_SHORT: 0x1403,\n\tFLOAT: 0x1406,\n\tUNSIGNED_INT: 0x1405,\n\tARRAY_BUFFER: 0x8892,\n\tELEMENT_ARRAY_BUFFER: 0x8893,\n\n\tNEAREST: 0x2600,\n\tLINEAR: 0x2601,\n\tNEAREST_MIPMAP_NEAREST: 0x2700,\n\tLINEAR_MIPMAP_NEAREST: 0x2701,\n\tNEAREST_MIPMAP_LINEAR: 0x2702,\n\tLINEAR_MIPMAP_LINEAR: 0x2703,\n\n\tCLAMP_TO_EDGE: 33071,\n\tMIRRORED_REPEAT: 33648,\n\tREPEAT: 10497\n};\n\nconst THREE_TO_WEBGL = {};\n\nTHREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST;\nTHREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST;\nTHREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR;\nTHREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR;\nTHREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST;\nTHREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR;\n\nTHREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE;\nTHREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT;\nTHREE_TO_WEBGL[ MirroredRepeatWrapping ] = WEBGL_CONSTANTS.MIRRORED_REPEAT;\n\nconst PATH_PROPERTIES = {\n\tscale: 'scale',\n\tposition: 'translation',\n\tquaternion: 'rotation',\n\tmorphTargetInfluences: 'weights'\n};\n\nconst DEFAULT_SPECULAR_COLOR = new Color();\n\n// GLB constants\n// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification\n\nconst GLB_HEADER_BYTES = 12;\nconst GLB_HEADER_MAGIC = 0x46546C67;\nconst GLB_VERSION = 2;\n\nconst GLB_CHUNK_PREFIX_BYTES = 8;\nconst GLB_CHUNK_TYPE_JSON = 0x4E4F534A;\nconst GLB_CHUNK_TYPE_BIN = 0x004E4942;\n\n//------------------------------------------------------------------------------\n// Utility functions\n//------------------------------------------------------------------------------\n\n/**\n * Compare two arrays\n * @param {Array} array1 Array 1 to compare\n * @param {Array} array2 Array 2 to compare\n * @return {Boolean} Returns true if both arrays are equal\n */\nfunction equalArray( array1, array2 ) {\n\n\treturn ( array1.length === array2.length ) && array1.every( function ( element, index ) {\n\n\t\treturn element === array2[ index ];\n\n\t} );\n\n}\n\n/**\n * Converts a string to an ArrayBuffer.\n * @param {string} text\n * @return {ArrayBuffer}\n */\nfunction stringToArrayBuffer( text ) {\n\n\treturn new TextEncoder().encode( text ).buffer;\n\n}\n\n/**\n * Is identity matrix\n *\n * @param {Matrix4} matrix\n * @returns {Boolean} Returns true, if parameter is identity matrix\n */\nfunction isIdentityMatrix( matrix ) {\n\n\treturn equalArray( matrix.elements, [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] );\n\n}\n\n/**\n * Get the min and max vectors from the given attribute\n * @param {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count\n * @param {Integer} start\n * @param {Integer} count\n * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components)\n */\nfunction getMinMax( attribute, start, count ) {\n\n\tconst output = {\n\n\t\tmin: new Array( attribute.itemSize ).fill( Number.POSITIVE_INFINITY ),\n\t\tmax: new Array( attribute.itemSize ).fill( Number.NEGATIVE_INFINITY )\n\n\t};\n\n\tfor ( let i = start; i < start + count; i ++ ) {\n\n\t\tfor ( let a = 0; a < attribute.itemSize; a ++ ) {\n\n\t\t\tlet value;\n\n\t\t\tif ( attribute.itemSize > 4 ) {\n\n\t\t\t\t // no support for interleaved data for itemSize > 4\n\n\t\t\t\tvalue = attribute.array[ i * attribute.itemSize + a ];\n\n\t\t\t} else {\n\n\t\t\t\tif ( a === 0 ) value = attribute.getX( i );\n\t\t\t\telse if ( a === 1 ) value = attribute.getY( i );\n\t\t\t\telse if ( a === 2 ) value = attribute.getZ( i );\n\t\t\t\telse if ( a === 3 ) value = attribute.getW( i );\n\n\t\t\t\tif ( attribute.normalized === true ) {\n\n\t\t\t\t\tvalue = MathUtils.normalize( value, attribute.array );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\toutput.min[ a ] = Math.min( output.min[ a ], value );\n\t\t\toutput.max[ a ] = Math.max( output.max[ a ], value );\n\n\t\t}\n\n\t}\n\n\treturn output;\n\n}\n\n/**\n * Get the required size + padding for a buffer, rounded to the next 4-byte boundary.\n * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment\n *\n * @param {Integer} bufferSize The size the original buffer.\n * @returns {Integer} new buffer size with required padding.\n *\n */\nfunction getPaddedBufferSize( bufferSize ) {\n\n\treturn Math.ceil( bufferSize / 4 ) * 4;\n\n}\n\n/**\n * Returns a buffer aligned to 4-byte boundary.\n *\n * @param {ArrayBuffer} arrayBuffer Buffer to pad\n * @param {Integer} paddingByte (Optional)\n * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer\n */\nfunction getPaddedArrayBuffer( arrayBuffer, paddingByte = 0 ) {\n\n\tconst paddedLength = getPaddedBufferSize( arrayBuffer.byteLength );\n\n\tif ( paddedLength !== arrayBuffer.byteLength ) {\n\n\t\tconst array = new Uint8Array( paddedLength );\n\t\tarray.set( new Uint8Array( arrayBuffer ) );\n\n\t\tif ( paddingByte !== 0 ) {\n\n\t\t\tfor ( let i = arrayBuffer.byteLength; i < paddedLength; i ++ ) {\n\n\t\t\t\tarray[ i ] = paddingByte;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn array.buffer;\n\n\t}\n\n\treturn arrayBuffer;\n\n}\n\nfunction getCanvas() {\n\n\tif ( typeof document === 'undefined' && typeof OffscreenCanvas !== 'undefined' ) {\n\n\t\treturn new OffscreenCanvas( 1, 1 );\n\n\t}\n\n\treturn document.createElement( 'canvas' );\n\n}\n\nfunction getToBlobPromise( canvas, mimeType ) {\n\n\tif ( canvas.toBlob !== undefined ) {\n\n\t\treturn new Promise( ( resolve ) => canvas.toBlob( resolve, mimeType ) );\n\n\t}\n\n\tlet quality;\n\n\t// Blink's implementation of convertToBlob seems to default to a quality level of 100%\n\t// Use the Blink default quality levels of toBlob instead so that file sizes are comparable.\n\tif ( mimeType === 'image/jpeg' ) {\n\n\t\tquality = 0.92;\n\n\t} else if ( mimeType === 'image/webp' ) {\n\n\t\tquality = 0.8;\n\n\t}\n\n\treturn canvas.convertToBlob( {\n\n\t\ttype: mimeType,\n\t\tquality: quality\n\n\t} );\n\n}\n\n/**\n * Writer\n */\nclass GLTFWriter {\n\n\tconstructor() {\n\n\t\tthis.plugins = [];\n\n\t\tthis.options = {};\n\t\tthis.pending = [];\n\t\tthis.buffers = [];\n\n\t\tthis.byteOffset = 0;\n\t\tthis.buffers = [];\n\t\tthis.nodeMap = new Map();\n\t\tthis.skins = [];\n\t\tthis.extensionsUsed = {};\n\n\t\tthis.uids = new Map();\n\t\tthis.uid = 0;\n\n\t\tthis.json = {\n\t\t\tasset: {\n\t\t\t\tversion: '2.0',\n\t\t\t\tgenerator: 'THREE.GLTFExporter'\n\t\t\t}\n\t\t};\n\n\t\tthis.cache = {\n\t\t\tmeshes: new Map(),\n\t\t\tattributes: new Map(),\n\t\t\tattributesNormalized: new Map(),\n\t\t\tmaterials: new Map(),\n\t\t\ttextures: new Map(),\n\t\t\timages: new Map()\n\t\t};\n\n\t}\n\n\tsetPlugins( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t}\n\n\t/**\n\t * Parse scenes and generate GLTF output\n\t * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes\n\t * @param {Function} onDone Callback on completed\n\t * @param {Object} options options\n\t */\n\tasync write( input, onDone, options = {} ) {\n\n\t\tthis.options = Object.assign( {\n\t\t\t// default options\n\t\t\tbinary: false,\n\t\t\ttrs: false,\n\t\t\tonlyVisible: true,\n\t\t\tmaxTextureSize: Infinity,\n\t\t\tanimations: [],\n\t\t\tincludeCustomExtensions: false\n\t\t}, options );\n\n\t\tif ( this.options.animations.length > 0 ) {\n\n\t\t\t// Only TRS properties, and not matrices, may be targeted by animation.\n\t\t\tthis.options.trs = true;\n\n\t\t}\n\n\t\tthis.processInput( input );\n\n\t\tawait Promise.all( this.pending );\n\n\t\tconst writer = this;\n\t\tconst buffers = writer.buffers;\n\t\tconst json = writer.json;\n\t\toptions = writer.options;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\t// Merge buffers.\n\t\tconst blob = new Blob( buffers, { type: 'application/octet-stream' } );\n\n\t\t// Declare extensions.\n\t\tconst extensionsUsedList = Object.keys( extensionsUsed );\n\n\t\tif ( extensionsUsedList.length > 0 ) json.extensionsUsed = extensionsUsedList;\n\n\t\t// Update bytelength of the single buffer.\n\t\tif ( json.buffers && json.buffers.length > 0 ) json.buffers[ 0 ].byteLength = blob.size;\n\n\t\tif ( options.binary === true ) {\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification\n\n\t\t\tconst reader = new FileReader();\n\t\t\treader.readAsArrayBuffer( blob );\n\t\t\treader.onloadend = function () {\n\n\t\t\t\t// Binary chunk.\n\t\t\t\tconst binaryChunk = getPaddedArrayBuffer( reader.result );\n\t\t\t\tconst binaryChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) );\n\t\t\t\tbinaryChunkPrefix.setUint32( 0, binaryChunk.byteLength, true );\n\t\t\t\tbinaryChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_BIN, true );\n\n\t\t\t\t// JSON chunk.\n\t\t\t\tconst jsonChunk = getPaddedArrayBuffer( stringToArrayBuffer( JSON.stringify( json ) ), 0x20 );\n\t\t\t\tconst jsonChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) );\n\t\t\t\tjsonChunkPrefix.setUint32( 0, jsonChunk.byteLength, true );\n\t\t\t\tjsonChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_JSON, true );\n\n\t\t\t\t// GLB header.\n\t\t\t\tconst header = new ArrayBuffer( GLB_HEADER_BYTES );\n\t\t\t\tconst headerView = new DataView( header );\n\t\t\t\theaderView.setUint32( 0, GLB_HEADER_MAGIC, true );\n\t\t\t\theaderView.setUint32( 4, GLB_VERSION, true );\n\t\t\t\tconst totalByteLength = GLB_HEADER_BYTES\n\t\t\t\t\t+ jsonChunkPrefix.byteLength + jsonChunk.byteLength\n\t\t\t\t\t+ binaryChunkPrefix.byteLength + binaryChunk.byteLength;\n\t\t\t\theaderView.setUint32( 8, totalByteLength, true );\n\n\t\t\t\tconst glbBlob = new Blob( [\n\t\t\t\t\theader,\n\t\t\t\t\tjsonChunkPrefix,\n\t\t\t\t\tjsonChunk,\n\t\t\t\t\tbinaryChunkPrefix,\n\t\t\t\t\tbinaryChunk\n\t\t\t\t], { type: 'application/octet-stream' } );\n\n\t\t\t\tconst glbReader = new FileReader();\n\t\t\t\tglbReader.readAsArrayBuffer( glbBlob );\n\t\t\t\tglbReader.onloadend = function () {\n\n\t\t\t\t\tonDone( glbReader.result );\n\n\t\t\t\t};\n\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tif ( json.buffers && json.buffers.length > 0 ) {\n\n\t\t\t\tconst reader = new FileReader();\n\t\t\t\treader.readAsDataURL( blob );\n\t\t\t\treader.onloadend = function () {\n\n\t\t\t\t\tconst base64data = reader.result;\n\t\t\t\t\tjson.buffers[ 0 ].uri = base64data;\n\t\t\t\t\tonDone( json );\n\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tonDone( json );\n\n\t\t\t}\n\n\t\t}\n\n\n\t}\n\n\t/**\n\t * Serializes a userData.\n\t *\n\t * @param {THREE.Object3D|THREE.Material} object\n\t * @param {Object} objectDef\n\t */\n\tserializeUserData( object, objectDef ) {\n\n\t\tif ( Object.keys( object.userData ).length === 0 ) return;\n\n\t\tconst options = this.options;\n\t\tconst extensionsUsed = this.extensionsUsed;\n\n\t\ttry {\n\n\t\t\tconst json = JSON.parse( JSON.stringify( object.userData ) );\n\n\t\t\tif ( options.includeCustomExtensions && json.gltfExtensions ) {\n\n\t\t\t\tif ( objectDef.extensions === undefined ) objectDef.extensions = {};\n\n\t\t\t\tfor ( const extensionName in json.gltfExtensions ) {\n\n\t\t\t\t\tobjectDef.extensions[ extensionName ] = json.gltfExtensions[ extensionName ];\n\t\t\t\t\textensionsUsed[ extensionName ] = true;\n\n\t\t\t\t}\n\n\t\t\t\tdelete json.gltfExtensions;\n\n\t\t\t}\n\n\t\t\tif ( Object.keys( json ).length > 0 ) objectDef.extras = json;\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFExporter: userData of \\'' + object.name + '\\' ' +\n\t\t\t\t'won\\'t be serialized because of JSON.stringify error - ' + error.message );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Returns ids for buffer attributes.\n\t * @param {Object} object\n\t * @return {Integer}\n\t */\n\tgetUID( attribute, isRelativeCopy = false ) {\n\n\t\tif ( this.uids.has( attribute ) === false ) {\n\n\t\t\tconst uids = new Map();\n\n\t\t\tuids.set( true, this.uid ++ );\n\t\t\tuids.set( false, this.uid ++ );\n\n\t\t\tthis.uids.set( attribute, uids );\n\n\t\t}\n\n\t\tconst uids = this.uids.get( attribute );\n\n\t\treturn uids.get( isRelativeCopy );\n\n\t}\n\n\t/**\n\t * Checks if normal attribute values are normalized.\n\t *\n\t * @param {BufferAttribute} normal\n\t * @returns {Boolean}\n\t */\n\tisNormalizedNormalAttribute( normal ) {\n\n\t\tconst cache = this.cache;\n\n\t\tif ( cache.attributesNormalized.has( normal ) ) return false;\n\n\t\tconst v = new Vector3();\n\n\t\tfor ( let i = 0, il = normal.count; i < il; i ++ ) {\n\n\t\t\t// 0.0005 is from glTF-validator\n\t\t\tif ( Math.abs( v.fromBufferAttribute( normal, i ).length() - 1.0 ) > 0.0005 ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\t/**\n\t * Creates normalized normal buffer attribute.\n\t *\n\t * @param {BufferAttribute} normal\n\t * @returns {BufferAttribute}\n\t *\n\t */\n\tcreateNormalizedNormalAttribute( normal ) {\n\n\t\tconst cache = this.cache;\n\n\t\tif ( cache.attributesNormalized.has( normal ) )\treturn cache.attributesNormalized.get( normal );\n\n\t\tconst attribute = normal.clone();\n\t\tconst v = new Vector3();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tv.fromBufferAttribute( attribute, i );\n\n\t\t\tif ( v.x === 0 && v.y === 0 && v.z === 0 ) {\n\n\t\t\t\t// if values can't be normalized set (1, 0, 0)\n\t\t\t\tv.setX( 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\tv.normalize();\n\n\t\t\t}\n\n\t\t\tattribute.setXYZ( i, v.x, v.y, v.z );\n\n\t\t}\n\n\t\tcache.attributesNormalized.set( normal, attribute );\n\n\t\treturn attribute;\n\n\t}\n\n\t/**\n\t * Applies a texture transform, if present, to the map definition. Requires\n\t * the KHR_texture_transform extension.\n\t *\n\t * @param {Object} mapDef\n\t * @param {THREE.Texture} texture\n\t */\n\tapplyTextureTransform( mapDef, texture ) {\n\n\t\tlet didTransform = false;\n\t\tconst transformDef = {};\n\n\t\tif ( texture.offset.x !== 0 || texture.offset.y !== 0 ) {\n\n\t\t\ttransformDef.offset = texture.offset.toArray();\n\t\t\tdidTransform = true;\n\n\t\t}\n\n\t\tif ( texture.rotation !== 0 ) {\n\n\t\t\ttransformDef.rotation = texture.rotation;\n\t\t\tdidTransform = true;\n\n\t\t}\n\n\t\tif ( texture.repeat.x !== 1 || texture.repeat.y !== 1 ) {\n\n\t\t\ttransformDef.scale = texture.repeat.toArray();\n\t\t\tdidTransform = true;\n\n\t\t}\n\n\t\tif ( didTransform ) {\n\n\t\t\tmapDef.extensions = mapDef.extensions || {};\n\t\t\tmapDef.extensions[ 'KHR_texture_transform' ] = transformDef;\n\t\t\tthis.extensionsUsed[ 'KHR_texture_transform' ] = true;\n\n\t\t}\n\n\t}\n\n\tbuildMetalRoughTexture( metalnessMap, roughnessMap ) {\n\n\t\tif ( metalnessMap === roughnessMap ) return metalnessMap;\n\n\t\tfunction getEncodingConversion( map ) {\n\n\t\t\tif ( map.encoding === sRGBEncoding ) {\n\n\t\t\t\treturn function SRGBToLinear( c ) {\n\n\t\t\t\t\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\treturn function LinearToLinear( c ) {\n\n\t\t\t\treturn c;\n\n\t\t\t};\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.GLTFExporter: Merged metalnessMap and roughnessMap textures.' );\n\n\t\tconst metalness = metalnessMap ? metalnessMap.image : null;\n\t\tconst roughness = roughnessMap ? roughnessMap.image : null;\n\n\t\tconst width = Math.max( metalness ? metalness.width : 0, roughness ? roughness.width : 0 );\n\t\tconst height = Math.max( metalness ? metalness.height : 0, roughness ? roughness.height : 0 );\n\n\t\tconst canvas = getCanvas();\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tconst context = canvas.getContext( '2d' );\n\t\tcontext.fillStyle = '#00ffff';\n\t\tcontext.fillRect( 0, 0, width, height );\n\n\t\tconst composite = context.getImageData( 0, 0, width, height );\n\n\t\tif ( metalness ) {\n\n\t\t\tcontext.drawImage( metalness, 0, 0, width, height );\n\n\t\t\tconst convert = getEncodingConversion( metalnessMap );\n\t\t\tconst data = context.getImageData( 0, 0, width, height ).data;\n\n\t\t\tfor ( let i = 2; i < data.length; i += 4 ) {\n\n\t\t\t\tcomposite.data[ i ] = convert( data[ i ] / 256 ) * 256;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( roughness ) {\n\n\t\t\tcontext.drawImage( roughness, 0, 0, width, height );\n\n\t\t\tconst convert = getEncodingConversion( roughnessMap );\n\t\t\tconst data = context.getImageData( 0, 0, width, height ).data;\n\n\t\t\tfor ( let i = 1; i < data.length; i += 4 ) {\n\n\t\t\t\tcomposite.data[ i ] = convert( data[ i ] / 256 ) * 256;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcontext.putImageData( composite, 0, 0 );\n\n\t\t//\n\n\t\tconst reference = metalnessMap || roughnessMap;\n\n\t\tconst texture = reference.clone();\n\n\t\ttexture.source = new Source( canvas );\n\t\ttexture.encoding = LinearEncoding;\n\n\t\treturn texture;\n\n\t}\n\n\t/**\n\t * Process a buffer to append to the default one.\n\t * @param {ArrayBuffer} buffer\n\t * @return {Integer}\n\t */\n\tprocessBuffer( buffer ) {\n\n\t\tconst json = this.json;\n\t\tconst buffers = this.buffers;\n\n\t\tif ( ! json.buffers ) json.buffers = [ { byteLength: 0 } ];\n\n\t\t// All buffers are merged before export.\n\t\tbuffers.push( buffer );\n\n\t\treturn 0;\n\n\t}\n\n\t/**\n\t * Process and generate a BufferView\n\t * @param {BufferAttribute} attribute\n\t * @param {number} componentType\n\t * @param {number} start\n\t * @param {number} count\n\t * @param {number} target (Optional) Target usage of the BufferView\n\t * @return {Object}\n\t */\n\tprocessBufferView( attribute, componentType, start, count, target ) {\n\n\t\tconst json = this.json;\n\n\t\tif ( ! json.bufferViews ) json.bufferViews = [];\n\n\t\t// Create a new dataview and dump the attribute's array into it\n\n\t\tlet componentSize;\n\n\t\tif ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) {\n\n\t\t\tcomponentSize = 1;\n\n\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) {\n\n\t\t\tcomponentSize = 2;\n\n\t\t} else {\n\n\t\t\tcomponentSize = 4;\n\n\t\t}\n\n\t\tconst byteLength = getPaddedBufferSize( count * attribute.itemSize * componentSize );\n\t\tconst dataView = new DataView( new ArrayBuffer( byteLength ) );\n\t\tlet offset = 0;\n\n\t\tfor ( let i = start; i < start + count; i ++ ) {\n\n\t\t\tfor ( let a = 0; a < attribute.itemSize; a ++ ) {\n\n\t\t\t\tlet value;\n\n\t\t\t\tif ( attribute.itemSize > 4 ) {\n\n\t\t\t\t\t // no support for interleaved data for itemSize > 4\n\n\t\t\t\t\tvalue = attribute.array[ i * attribute.itemSize + a ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( a === 0 ) value = attribute.getX( i );\n\t\t\t\t\telse if ( a === 1 ) value = attribute.getY( i );\n\t\t\t\t\telse if ( a === 2 ) value = attribute.getZ( i );\n\t\t\t\t\telse if ( a === 3 ) value = attribute.getW( i );\n\n\t\t\t\t\tif ( attribute.normalized === true ) {\n\n\t\t\t\t\t\tvalue = MathUtils.normalize( value, attribute.array );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( componentType === WEBGL_CONSTANTS.FLOAT ) {\n\n\t\t\t\t\tdataView.setFloat32( offset, value, true );\n\n\t\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_INT ) {\n\n\t\t\t\t\tdataView.setUint32( offset, value, true );\n\n\t\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) {\n\n\t\t\t\t\tdataView.setUint16( offset, value, true );\n\n\t\t\t\t} else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) {\n\n\t\t\t\t\tdataView.setUint8( offset, value );\n\n\t\t\t\t}\n\n\t\t\t\toffset += componentSize;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bufferViewDef = {\n\n\t\t\tbuffer: this.processBuffer( dataView.buffer ),\n\t\t\tbyteOffset: this.byteOffset,\n\t\t\tbyteLength: byteLength\n\n\t\t};\n\n\t\tif ( target !== undefined ) bufferViewDef.target = target;\n\n\t\tif ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) {\n\n\t\t\t// Only define byteStride for vertex attributes.\n\t\t\tbufferViewDef.byteStride = attribute.itemSize * componentSize;\n\n\t\t}\n\n\t\tthis.byteOffset += byteLength;\n\n\t\tjson.bufferViews.push( bufferViewDef );\n\n\t\t// @TODO Merge bufferViews where possible.\n\t\tconst output = {\n\n\t\t\tid: json.bufferViews.length - 1,\n\t\t\tbyteLength: 0\n\n\t\t};\n\n\t\treturn output;\n\n\t}\n\n\t/**\n\t * Process and generate a BufferView from an image Blob.\n\t * @param {Blob} blob\n\t * @return {Promise}\n\t */\n\tprocessBufferViewImage( blob ) {\n\n\t\tconst writer = this;\n\t\tconst json = writer.json;\n\n\t\tif ( ! json.bufferViews ) json.bufferViews = [];\n\n\t\treturn new Promise( function ( resolve ) {\n\n\t\t\tconst reader = new FileReader();\n\t\t\treader.readAsArrayBuffer( blob );\n\t\t\treader.onloadend = function () {\n\n\t\t\t\tconst buffer = getPaddedArrayBuffer( reader.result );\n\n\t\t\t\tconst bufferViewDef = {\n\t\t\t\t\tbuffer: writer.processBuffer( buffer ),\n\t\t\t\t\tbyteOffset: writer.byteOffset,\n\t\t\t\t\tbyteLength: buffer.byteLength\n\t\t\t\t};\n\n\t\t\t\twriter.byteOffset += buffer.byteLength;\n\t\t\t\tresolve( json.bufferViews.push( bufferViewDef ) - 1 );\n\n\t\t\t};\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Process attribute to generate an accessor\n\t * @param {BufferAttribute} attribute Attribute to process\n\t * @param {THREE.BufferGeometry} geometry (Optional) Geometry used for truncated draw range\n\t * @param {Integer} start (Optional)\n\t * @param {Integer} count (Optional)\n\t * @return {Integer|null} Index of the processed accessor on the \"accessors\" array\n\t */\n\tprocessAccessor( attribute, geometry, start, count ) {\n\n\t\tconst json = this.json;\n\n\t\tconst types = {\n\n\t\t\t1: 'SCALAR',\n\t\t\t2: 'VEC2',\n\t\t\t3: 'VEC3',\n\t\t\t4: 'VEC4',\n\t\t\t16: 'MAT4'\n\n\t\t};\n\n\t\tlet componentType;\n\n\t\t// Detect the component type of the attribute array (float, uint or ushort)\n\t\tif ( attribute.array.constructor === Float32Array ) {\n\n\t\t\tcomponentType = WEBGL_CONSTANTS.FLOAT;\n\n\t\t} else if ( attribute.array.constructor === Uint32Array ) {\n\n\t\t\tcomponentType = WEBGL_CONSTANTS.UNSIGNED_INT;\n\n\t\t} else if ( attribute.array.constructor === Uint16Array ) {\n\n\t\t\tcomponentType = WEBGL_CONSTANTS.UNSIGNED_SHORT;\n\n\t\t} else if ( attribute.array.constructor === Uint8Array ) {\n\n\t\t\tcomponentType = WEBGL_CONSTANTS.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.GLTFExporter: Unsupported bufferAttribute component type.' );\n\n\t\t}\n\n\t\tif ( start === undefined ) start = 0;\n\t\tif ( count === undefined ) count = attribute.count;\n\n\t\t// Skip creating an accessor if the attribute doesn't have data to export\n\t\tif ( count === 0 ) return null;\n\n\t\tconst minMax = getMinMax( attribute, start, count );\n\t\tlet bufferViewTarget;\n\n\t\t// If geometry isn't provided, don't infer the target usage of the bufferView. For\n\t\t// animation samplers, target must not be set.\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tbufferViewTarget = attribute === geometry.index ? WEBGL_CONSTANTS.ELEMENT_ARRAY_BUFFER : WEBGL_CONSTANTS.ARRAY_BUFFER;\n\n\t\t}\n\n\t\tconst bufferView = this.processBufferView( attribute, componentType, start, count, bufferViewTarget );\n\n\t\tconst accessorDef = {\n\n\t\t\tbufferView: bufferView.id,\n\t\t\tbyteOffset: bufferView.byteOffset,\n\t\t\tcomponentType: componentType,\n\t\t\tcount: count,\n\t\t\tmax: minMax.max,\n\t\t\tmin: minMax.min,\n\t\t\ttype: types[ attribute.itemSize ]\n\n\t\t};\n\n\t\tif ( attribute.normalized === true ) accessorDef.normalized = true;\n\t\tif ( ! json.accessors ) json.accessors = [];\n\n\t\treturn json.accessors.push( accessorDef ) - 1;\n\n\t}\n\n\t/**\n\t * Process image\n\t * @param {Image} image to process\n\t * @param {Integer} format of the image (RGBAFormat)\n\t * @param {Boolean} flipY before writing out the image\n\t * @param {String} mimeType export format\n\t * @return {Integer} Index of the processed texture in the \"images\" array\n\t */\n\tprocessImage( image, format, flipY, mimeType = 'image/png' ) {\n\n\t\tif ( image !== null ) {\n\n\t\t\tconst writer = this;\n\t\t\tconst cache = writer.cache;\n\t\t\tconst json = writer.json;\n\t\t\tconst options = writer.options;\n\t\t\tconst pending = writer.pending;\n\n\t\t\tif ( ! cache.images.has( image ) ) cache.images.set( image, {} );\n\n\t\t\tconst cachedImages = cache.images.get( image );\n\n\t\t\tconst key = mimeType + ':flipY/' + flipY.toString();\n\n\t\t\tif ( cachedImages[ key ] !== undefined ) return cachedImages[ key ];\n\n\t\t\tif ( ! json.images ) json.images = [];\n\n\t\t\tconst imageDef = { mimeType: mimeType };\n\n\t\t\tconst canvas = getCanvas();\n\n\t\t\tcanvas.width = Math.min( image.width, options.maxTextureSize );\n\t\t\tcanvas.height = Math.min( image.height, options.maxTextureSize );\n\n\t\t\tconst ctx = canvas.getContext( '2d' );\n\n\t\t\tif ( flipY === true ) {\n\n\t\t\t\tctx.translate( 0, canvas.height );\n\t\t\t\tctx.scale( 1, - 1 );\n\n\t\t\t}\n\n\t\t\tif ( image.data !== undefined ) { // THREE.DataTexture\n\n\t\t\t\tif ( format !== RGBAFormat ) {\n\n\t\t\t\t\tconsole.error( 'GLTFExporter: Only RGBAFormat is supported.' );\n\n\t\t\t\t}\n\n\t\t\t\tif ( image.width > options.maxTextureSize || image.height > options.maxTextureSize ) {\n\n\t\t\t\t\tconsole.warn( 'GLTFExporter: Image size is bigger than maxTextureSize', image );\n\n\t\t\t\t}\n\n\t\t\t\tconst data = new Uint8ClampedArray( image.height * image.width * 4 );\n\n\t\t\t\tfor ( let i = 0; i < data.length; i += 4 ) {\n\n\t\t\t\t\tdata[ i + 0 ] = image.data[ i + 0 ];\n\t\t\t\t\tdata[ i + 1 ] = image.data[ i + 1 ];\n\t\t\t\t\tdata[ i + 2 ] = image.data[ i + 2 ];\n\t\t\t\t\tdata[ i + 3 ] = image.data[ i + 3 ];\n\n\t\t\t\t}\n\n\t\t\t\tctx.putImageData( new ImageData( data, image.width, image.height ), 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tctx.drawImage( image, 0, 0, canvas.width, canvas.height );\n\n\t\t\t}\n\n\t\t\tif ( options.binary === true ) {\n\n\t\t\t\tpending.push(\n\n\t\t\t\t\tgetToBlobPromise( canvas, mimeType )\n\t\t\t\t\t\t.then( blob => writer.processBufferViewImage( blob ) )\n\t\t\t\t\t\t.then( bufferViewIndex => {\n\n\t\t\t\t\t\t\timageDef.bufferView = bufferViewIndex;\n\n\t\t\t\t\t\t} )\n\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tif ( canvas.toDataURL !== undefined ) {\n\n\t\t\t\t\timageDef.uri = canvas.toDataURL( mimeType );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tpending.push(\n\n\t\t\t\t\t\tgetToBlobPromise( canvas, mimeType )\n\t\t\t\t\t\t\t.then( blob => new FileReader().readAsDataURL( blob ) )\n\t\t\t\t\t\t\t.then( dataURL => {\n\n\t\t\t\t\t\t\t\timageDef.uri = dataURL;\n\n\t\t\t\t\t\t\t} )\n\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst index = json.images.push( imageDef ) - 1;\n\t\t\tcachedImages[ key ] = index;\n\t\t\treturn index;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.GLTFExporter: No valid image data found. Unable to process texture.' );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Process sampler\n\t * @param {Texture} map Texture to process\n\t * @return {Integer} Index of the processed texture in the \"samplers\" array\n\t */\n\tprocessSampler( map ) {\n\n\t\tconst json = this.json;\n\n\t\tif ( ! json.samplers ) json.samplers = [];\n\n\t\tconst samplerDef = {\n\t\t\tmagFilter: THREE_TO_WEBGL[ map.magFilter ],\n\t\t\tminFilter: THREE_TO_WEBGL[ map.minFilter ],\n\t\t\twrapS: THREE_TO_WEBGL[ map.wrapS ],\n\t\t\twrapT: THREE_TO_WEBGL[ map.wrapT ]\n\t\t};\n\n\t\treturn json.samplers.push( samplerDef ) - 1;\n\n\t}\n\n\t/**\n\t * Process texture\n\t * @param {Texture} map Map to process\n\t * @return {Integer} Index of the processed texture in the \"textures\" array\n\t */\n\tprocessTexture( map ) {\n\n\t\tconst cache = this.cache;\n\t\tconst json = this.json;\n\n\t\tif ( cache.textures.has( map ) ) return cache.textures.get( map );\n\n\t\tif ( ! json.textures ) json.textures = [];\n\n\t\tlet mimeType = map.userData.mimeType;\n\n\t\tif ( mimeType === 'image/webp' ) mimeType = 'image/png';\n\n\t\tconst textureDef = {\n\t\t\tsampler: this.processSampler( map ),\n\t\t\tsource: this.processImage( map.image, map.format, map.flipY, mimeType )\n\t\t};\n\n\t\tif ( map.name ) textureDef.name = map.name;\n\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\text.writeTexture && ext.writeTexture( map, textureDef );\n\n\t\t} );\n\n\t\tconst index = json.textures.push( textureDef ) - 1;\n\t\tcache.textures.set( map, index );\n\t\treturn index;\n\n\t}\n\n\t/**\n\t * Process material\n\t * @param {THREE.Material} material Material to process\n\t * @return {Integer|null} Index of the processed material in the \"materials\" array\n\t */\n\tprocessMaterial( material ) {\n\n\t\tconst cache = this.cache;\n\t\tconst json = this.json;\n\n\t\tif ( cache.materials.has( material ) ) return cache.materials.get( material );\n\n\t\tif ( material.isShaderMaterial ) {\n\n\t\t\tconsole.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( ! json.materials ) json.materials = [];\n\n\t\t// @QUESTION Should we avoid including any attribute that has the default value?\n\t\tconst materialDef = {\tpbrMetallicRoughness: {} };\n\n\t\tif ( material.isMeshStandardMaterial !== true && material.isMeshBasicMaterial !== true ) {\n\n\t\t\tconsole.warn( 'GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.' );\n\n\t\t}\n\n\t\t// pbrMetallicRoughness.baseColorFactor\n\t\tconst color = material.color.toArray().concat( [ material.opacity ] );\n\n\t\tif ( ! equalArray( color, [ 1, 1, 1, 1 ] ) ) {\n\n\t\t\tmaterialDef.pbrMetallicRoughness.baseColorFactor = color;\n\n\t\t}\n\n\t\tif ( material.isMeshStandardMaterial ) {\n\n\t\t\tmaterialDef.pbrMetallicRoughness.metallicFactor = material.metalness;\n\t\t\tmaterialDef.pbrMetallicRoughness.roughnessFactor = material.roughness;\n\n\t\t} else {\n\n\t\t\tmaterialDef.pbrMetallicRoughness.metallicFactor = 0.5;\n\t\t\tmaterialDef.pbrMetallicRoughness.roughnessFactor = 0.5;\n\n\t\t}\n\n\t\t// pbrMetallicRoughness.metallicRoughnessTexture\n\t\tif ( material.metalnessMap || material.roughnessMap ) {\n\n\t\t\tconst metalRoughTexture = this.buildMetalRoughTexture( material.metalnessMap, material.roughnessMap );\n\n\t\t\tconst metalRoughMapDef = { index: this.processTexture( metalRoughTexture ) };\n\t\t\tthis.applyTextureTransform( metalRoughMapDef, metalRoughTexture );\n\t\t\tmaterialDef.pbrMetallicRoughness.metallicRoughnessTexture = metalRoughMapDef;\n\n\t\t}\n\n\t\t// pbrMetallicRoughness.baseColorTexture or pbrSpecularGlossiness diffuseTexture\n\t\tif ( material.map ) {\n\n\t\t\tconst baseColorMapDef = { index: this.processTexture( material.map ) };\n\t\t\tthis.applyTextureTransform( baseColorMapDef, material.map );\n\t\t\tmaterialDef.pbrMetallicRoughness.baseColorTexture = baseColorMapDef;\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\t// note: emissive components are limited to stay within the 0 - 1 range to accommodate glTF spec. see #21849 and #22000.\n\t\t\tconst emissive = material.emissive.clone().multiplyScalar( material.emissiveIntensity );\n\t\t\tconst maxEmissiveComponent = Math.max( emissive.r, emissive.g, emissive.b );\n\n\t\t\tif ( maxEmissiveComponent > 1 ) {\n\n\t\t\t\temissive.multiplyScalar( 1 / maxEmissiveComponent );\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Some emissive components exceed 1; emissive has been limited' );\n\n\t\t\t}\n\n\t\t\tif ( maxEmissiveComponent > 0 ) {\n\n\t\t\t\tmaterialDef.emissiveFactor = emissive.toArray();\n\n\t\t\t}\n\n\t\t\t// emissiveTexture\n\t\t\tif ( material.emissiveMap ) {\n\n\t\t\t\tconst emissiveMapDef = { index: this.processTexture( material.emissiveMap ) };\n\t\t\t\tthis.applyTextureTransform( emissiveMapDef, material.emissiveMap );\n\t\t\t\tmaterialDef.emissiveTexture = emissiveMapDef;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// normalTexture\n\t\tif ( material.normalMap ) {\n\n\t\t\tconst normalMapDef = { index: this.processTexture( material.normalMap ) };\n\n\t\t\tif ( material.normalScale && material.normalScale.x !== 1 ) {\n\n\t\t\t\t// glTF normal scale is univariate. Ignore `y`, which may be flipped.\n\t\t\t\t// Context: https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\tnormalMapDef.scale = material.normalScale.x;\n\n\t\t\t}\n\n\t\t\tthis.applyTextureTransform( normalMapDef, material.normalMap );\n\t\t\tmaterialDef.normalTexture = normalMapDef;\n\n\t\t}\n\n\t\t// occlusionTexture\n\t\tif ( material.aoMap ) {\n\n\t\t\tconst occlusionMapDef = {\n\t\t\t\tindex: this.processTexture( material.aoMap ),\n\t\t\t\ttexCoord: 1\n\t\t\t};\n\n\t\t\tif ( material.aoMapIntensity !== 1.0 ) {\n\n\t\t\t\tocclusionMapDef.strength = material.aoMapIntensity;\n\n\t\t\t}\n\n\t\t\tthis.applyTextureTransform( occlusionMapDef, material.aoMap );\n\t\t\tmaterialDef.occlusionTexture = occlusionMapDef;\n\n\t\t}\n\n\t\t// alphaMode\n\t\tif ( material.transparent ) {\n\n\t\t\tmaterialDef.alphaMode = 'BLEND';\n\n\t\t} else {\n\n\t\t\tif ( material.alphaTest > 0.0 ) {\n\n\t\t\t\tmaterialDef.alphaMode = 'MASK';\n\t\t\t\tmaterialDef.alphaCutoff = material.alphaTest;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// doubleSided\n\t\tif ( material.side === DoubleSide ) materialDef.doubleSided = true;\n\t\tif ( material.name !== '' ) materialDef.name = material.name;\n\n\t\tthis.serializeUserData( material, materialDef );\n\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\text.writeMaterial && ext.writeMaterial( material, materialDef );\n\n\t\t} );\n\n\t\tconst index = json.materials.push( materialDef ) - 1;\n\t\tcache.materials.set( material, index );\n\t\treturn index;\n\n\t}\n\n\t/**\n\t * Process mesh\n\t * @param {THREE.Mesh} mesh Mesh to process\n\t * @return {Integer|null} Index of the processed mesh in the \"meshes\" array\n\t */\n\tprocessMesh( mesh ) {\n\n\t\tconst cache = this.cache;\n\t\tconst json = this.json;\n\n\t\tconst meshCacheKeyParts = [ mesh.geometry.uuid ];\n\n\t\tif ( Array.isArray( mesh.material ) ) {\n\n\t\t\tfor ( let i = 0, l = mesh.material.length; i < l; i ++ ) {\n\n\t\t\t\tmeshCacheKeyParts.push( mesh.material[ i ].uuid\t);\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tmeshCacheKeyParts.push( mesh.material.uuid );\n\n\t\t}\n\n\t\tconst meshCacheKey = meshCacheKeyParts.join( ':' );\n\n\t\tif ( cache.meshes.has( meshCacheKey ) ) return cache.meshes.get( meshCacheKey );\n\n\t\tconst geometry = mesh.geometry;\n\n\t\tlet mode;\n\n\t\t// Use the correct mode\n\t\tif ( mesh.isLineSegments ) {\n\n\t\t\tmode = WEBGL_CONSTANTS.LINES;\n\n\t\t} else if ( mesh.isLineLoop ) {\n\n\t\t\tmode = WEBGL_CONSTANTS.LINE_LOOP;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tmode = WEBGL_CONSTANTS.LINE_STRIP;\n\n\t\t} else if ( mesh.isPoints ) {\n\n\t\t\tmode = WEBGL_CONSTANTS.POINTS;\n\n\t\t} else {\n\n\t\t\tmode = mesh.material.wireframe ? WEBGL_CONSTANTS.LINES : WEBGL_CONSTANTS.TRIANGLES;\n\n\t\t}\n\n\t\tconst meshDef = {};\n\t\tconst attributes = {};\n\t\tconst primitives = [];\n\t\tconst targets = [];\n\n\t\t// Conversion between attributes names in threejs and gltf spec\n\t\tconst nameConversion = {\n\t\t\tuv: 'TEXCOORD_0',\n\t\t\tuv2: 'TEXCOORD_1',\n\t\t\tcolor: 'COLOR_0',\n\t\t\tskinWeight: 'WEIGHTS_0',\n\t\t\tskinIndex: 'JOINTS_0'\n\t\t};\n\n\t\tconst originalNormal = geometry.getAttribute( 'normal' );\n\n\t\tif ( originalNormal !== undefined && ! this.isNormalizedNormalAttribute( originalNormal ) ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.' );\n\n\t\t\tgeometry.setAttribute( 'normal', this.createNormalizedNormalAttribute( originalNormal ) );\n\n\t\t}\n\n\t\t// @QUESTION Detect if .vertexColors = true?\n\t\t// For every attribute create an accessor\n\t\tlet modifiedAttribute = null;\n\n\t\tfor ( let attributeName in geometry.attributes ) {\n\n\t\t\t// Ignore morph target attributes, which are exported later.\n\t\t\tif ( attributeName.slice( 0, 5 ) === 'morph' ) continue;\n\n\t\t\tconst attribute = geometry.attributes[ attributeName ];\n\t\t\tattributeName = nameConversion[ attributeName ] || attributeName.toUpperCase();\n\n\t\t\t// Prefix all geometry attributes except the ones specifically\n\t\t\t// listed in the spec; non-spec attributes are considered custom.\n\t\t\tconst validVertexAttributes =\n\t\t\t\t\t/^(POSITION|NORMAL|TANGENT|TEXCOORD_\\d+|COLOR_\\d+|JOINTS_\\d+|WEIGHTS_\\d+)$/;\n\n\t\t\tif ( ! validVertexAttributes.test( attributeName ) ) attributeName = '_' + attributeName;\n\n\t\t\tif ( cache.attributes.has( this.getUID( attribute ) ) ) {\n\n\t\t\t\tattributes[ attributeName ] = cache.attributes.get( this.getUID( attribute ) );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// JOINTS_0 must be UNSIGNED_BYTE or UNSIGNED_SHORT.\n\t\t\tmodifiedAttribute = null;\n\t\t\tconst array = attribute.array;\n\n\t\t\tif ( attributeName === 'JOINTS_0' &&\n\t\t\t\t! ( array instanceof Uint16Array ) &&\n\t\t\t\t! ( array instanceof Uint8Array ) ) {\n\n\t\t\t\tconsole.warn( 'GLTFExporter: Attribute \"skinIndex\" converted to type UNSIGNED_SHORT.' );\n\t\t\t\tmodifiedAttribute = new BufferAttribute( new Uint16Array( array ), attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tconst accessor = this.processAccessor( modifiedAttribute || attribute, geometry );\n\n\t\t\tif ( accessor !== null ) {\n\n\t\t\t\tattributes[ attributeName ] = accessor;\n\t\t\t\tcache.attributes.set( this.getUID( attribute ), accessor );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( originalNormal !== undefined ) geometry.setAttribute( 'normal', originalNormal );\n\n\t\t// Skip if no exportable attributes found\n\t\tif ( Object.keys( attributes ).length === 0 ) return null;\n\n\t\t// Morph targets\n\t\tif ( mesh.morphTargetInfluences !== undefined && mesh.morphTargetInfluences.length > 0 ) {\n\n\t\t\tconst weights = [];\n\t\t\tconst targetNames = [];\n\t\t\tconst reverseDictionary = {};\n\n\t\t\tif ( mesh.morphTargetDictionary !== undefined ) {\n\n\t\t\t\tfor ( const key in mesh.morphTargetDictionary ) {\n\n\t\t\t\t\treverseDictionary[ mesh.morphTargetDictionary[ key ] ] = key;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < mesh.morphTargetInfluences.length; ++ i ) {\n\n\t\t\t\tconst target = {};\n\t\t\t\tlet warned = false;\n\n\t\t\t\tfor ( const attributeName in geometry.morphAttributes ) {\n\n\t\t\t\t\t// glTF 2.0 morph supports only POSITION/NORMAL/TANGENT.\n\t\t\t\t\t// Three.js doesn't support TANGENT yet.\n\n\t\t\t\t\tif ( attributeName !== 'position' && attributeName !== 'normal' ) {\n\n\t\t\t\t\t\tif ( ! warned ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'GLTFExporter: Only POSITION and NORMAL morph are supported.' );\n\t\t\t\t\t\t\twarned = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst attribute = geometry.morphAttributes[ attributeName ][ i ];\n\t\t\t\t\tconst gltfAttributeName = attributeName.toUpperCase();\n\n\t\t\t\t\t// Three.js morph attribute has absolute values while the one of glTF has relative values.\n\t\t\t\t\t//\n\t\t\t\t\t// glTF 2.0 Specification:\n\t\t\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#morph-targets\n\n\t\t\t\t\tconst baseAttribute = geometry.attributes[ attributeName ];\n\n\t\t\t\t\tif ( cache.attributes.has( this.getUID( attribute, true ) ) ) {\n\n\t\t\t\t\t\ttarget[ gltfAttributeName ] = cache.attributes.get( this.getUID( attribute, true ) );\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Clones attribute not to override\n\t\t\t\t\tconst relativeAttribute = attribute.clone();\n\n\t\t\t\t\tif ( ! geometry.morphTargetsRelative ) {\n\n\t\t\t\t\t\tfor ( let j = 0, jl = attribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tfor ( let a = 0; a < attribute.itemSize; a ++ ) {\n\n\t\t\t\t\t\t\t\tif ( a === 0 ) relativeAttribute.setX( j, attribute.getX( j ) - baseAttribute.getX( j ) );\n\t\t\t\t\t\t\t\tif ( a === 1 ) relativeAttribute.setY( j, attribute.getY( j ) - baseAttribute.getY( j ) );\n\t\t\t\t\t\t\t\tif ( a === 2 ) relativeAttribute.setZ( j, attribute.getZ( j ) - baseAttribute.getZ( j ) );\n\t\t\t\t\t\t\t\tif ( a === 3 ) relativeAttribute.setW( j, attribute.getW( j ) - baseAttribute.getW( j ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttarget[ gltfAttributeName ] = this.processAccessor( relativeAttribute, geometry );\n\t\t\t\t\tcache.attributes.set( this.getUID( baseAttribute, true ), target[ gltfAttributeName ] );\n\n\t\t\t\t}\n\n\t\t\t\ttargets.push( target );\n\n\t\t\t\tweights.push( mesh.morphTargetInfluences[ i ] );\n\n\t\t\t\tif ( mesh.morphTargetDictionary !== undefined ) targetNames.push( reverseDictionary[ i ] );\n\n\t\t\t}\n\n\t\t\tmeshDef.weights = weights;\n\n\t\t\tif ( targetNames.length > 0 ) {\n\n\t\t\t\tmeshDef.extras = {};\n\t\t\t\tmeshDef.extras.targetNames = targetNames;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst isMultiMaterial = Array.isArray( mesh.material );\n\n\t\tif ( isMultiMaterial && geometry.groups.length === 0 ) return null;\n\n\t\tconst materials = isMultiMaterial ? mesh.material : [ mesh.material ];\n\t\tconst groups = isMultiMaterial ? geometry.groups : [ { materialIndex: 0, start: undefined, count: undefined } ];\n\n\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\tconst primitive = {\n\t\t\t\tmode: mode,\n\t\t\t\tattributes: attributes,\n\t\t\t};\n\n\t\t\tthis.serializeUserData( geometry, primitive );\n\n\t\t\tif ( targets.length > 0 ) primitive.targets = targets;\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\tlet cacheKey = this.getUID( geometry.index );\n\n\t\t\t\tif ( groups[ i ].start !== undefined || groups[ i ].count !== undefined ) {\n\n\t\t\t\t\tcacheKey += ':' + groups[ i ].start + ':' + groups[ i ].count;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cache.attributes.has( cacheKey ) ) {\n\n\t\t\t\t\tprimitive.indices = cache.attributes.get( cacheKey );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tprimitive.indices = this.processAccessor( geometry.index, geometry, groups[ i ].start, groups[ i ].count );\n\t\t\t\t\tcache.attributes.set( cacheKey, primitive.indices );\n\n\t\t\t\t}\n\n\t\t\t\tif ( primitive.indices === null ) delete primitive.indices;\n\n\t\t\t}\n\n\t\t\tconst material = this.processMaterial( materials[ groups[ i ].materialIndex ] );\n\n\t\t\tif ( material !== null ) primitive.material = material;\n\n\t\t\tprimitives.push( primitive );\n\n\t\t}\n\n\t\tmeshDef.primitives = primitives;\n\n\t\tif ( ! json.meshes ) json.meshes = [];\n\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\text.writeMesh && ext.writeMesh( mesh, meshDef );\n\n\t\t} );\n\n\t\tconst index = json.meshes.push( meshDef ) - 1;\n\t\tcache.meshes.set( meshCacheKey, index );\n\t\treturn index;\n\n\t}\n\n\t/**\n\t * Process camera\n\t * @param {THREE.Camera} camera Camera to process\n\t * @return {Integer} Index of the processed mesh in the \"camera\" array\n\t */\n\tprocessCamera( camera ) {\n\n\t\tconst json = this.json;\n\n\t\tif ( ! json.cameras ) json.cameras = [];\n\n\t\tconst isOrtho = camera.isOrthographicCamera;\n\n\t\tconst cameraDef = {\n\t\t\ttype: isOrtho ? 'orthographic' : 'perspective'\n\t\t};\n\n\t\tif ( isOrtho ) {\n\n\t\t\tcameraDef.orthographic = {\n\t\t\t\txmag: camera.right * 2,\n\t\t\t\tymag: camera.top * 2,\n\t\t\t\tzfar: camera.far <= 0 ? 0.001 : camera.far,\n\t\t\t\tznear: camera.near < 0 ? 0 : camera.near\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tcameraDef.perspective = {\n\t\t\t\taspectRatio: camera.aspect,\n\t\t\t\tyfov: MathUtils.degToRad( camera.fov ),\n\t\t\t\tzfar: camera.far <= 0 ? 0.001 : camera.far,\n\t\t\t\tznear: camera.near < 0 ? 0 : camera.near\n\t\t\t};\n\n\t\t}\n\n\t\t// Question: Is saving \"type\" as name intentional?\n\t\tif ( camera.name !== '' ) cameraDef.name = camera.type;\n\n\t\treturn json.cameras.push( cameraDef ) - 1;\n\n\t}\n\n\t/**\n\t * Creates glTF animation entry from AnimationClip object.\n\t *\n\t * Status:\n\t * - Only properties listed in PATH_PROPERTIES may be animated.\n\t *\n\t * @param {THREE.AnimationClip} clip\n\t * @param {THREE.Object3D} root\n\t * @return {number|null}\n\t */\n\tprocessAnimation( clip, root ) {\n\n\t\tconst json = this.json;\n\t\tconst nodeMap = this.nodeMap;\n\n\t\tif ( ! json.animations ) json.animations = [];\n\n\t\tclip = GLTFExporter.Utils.mergeMorphTargetTracks( clip.clone(), root );\n\n\t\tconst tracks = clip.tracks;\n\t\tconst channels = [];\n\t\tconst samplers = [];\n\n\t\tfor ( let i = 0; i < tracks.length; ++ i ) {\n\n\t\t\tconst track = tracks[ i ];\n\t\t\tconst trackBinding = PropertyBinding.parseTrackName( track.name );\n\t\t\tlet trackNode = PropertyBinding.findNode( root, trackBinding.nodeName );\n\t\t\tconst trackProperty = PATH_PROPERTIES[ trackBinding.propertyName ];\n\n\t\t\tif ( trackBinding.objectName === 'bones' ) {\n\n\t\t\t\tif ( trackNode.isSkinnedMesh === true ) {\n\n\t\t\t\t\ttrackNode = trackNode.skeleton.getBoneByName( trackBinding.objectIndex );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttrackNode = undefined;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ! trackNode || ! trackProperty ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Could not export animation track \"%s\".', track.name );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tconst inputItemSize = 1;\n\t\t\tlet outputItemSize = track.values.length / track.times.length;\n\n\t\t\tif ( trackProperty === PATH_PROPERTIES.morphTargetInfluences ) {\n\n\t\t\t\toutputItemSize /= trackNode.morphTargetInfluences.length;\n\n\t\t\t}\n\n\t\t\tlet interpolation;\n\n\t\t\t// @TODO export CubicInterpolant(InterpolateSmooth) as CUBICSPLINE\n\n\t\t\t// Detecting glTF cubic spline interpolant by checking factory method's special property\n\t\t\t// GLTFCubicSplineInterpolant is a custom interpolant and track doesn't return\n\t\t\t// valid value from .getInterpolation().\n\t\t\tif ( track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === true ) {\n\n\t\t\t\tinterpolation = 'CUBICSPLINE';\n\n\t\t\t\t// itemSize of CUBICSPLINE keyframe is 9\n\t\t\t\t// (VEC3 * 3: inTangent, splineVertex, and outTangent)\n\t\t\t\t// but needs to be stored as VEC3 so dividing by 3 here.\n\t\t\t\toutputItemSize /= 3;\n\n\t\t\t} else if ( track.getInterpolation() === InterpolateDiscrete ) {\n\n\t\t\t\tinterpolation = 'STEP';\n\n\t\t\t} else {\n\n\t\t\t\tinterpolation = 'LINEAR';\n\n\t\t\t}\n\n\t\t\tsamplers.push( {\n\t\t\t\tinput: this.processAccessor( new BufferAttribute( track.times, inputItemSize ) ),\n\t\t\t\toutput: this.processAccessor( new BufferAttribute( track.values, outputItemSize ) ),\n\t\t\t\tinterpolation: interpolation\n\t\t\t} );\n\n\t\t\tchannels.push( {\n\t\t\t\tsampler: samplers.length - 1,\n\t\t\t\ttarget: {\n\t\t\t\t\tnode: nodeMap.get( trackNode ),\n\t\t\t\t\tpath: trackProperty\n\t\t\t\t}\n\t\t\t} );\n\n\t\t}\n\n\t\tjson.animations.push( {\n\t\t\tname: clip.name || 'clip_' + json.animations.length,\n\t\t\tsamplers: samplers,\n\t\t\tchannels: channels\n\t\t} );\n\n\t\treturn json.animations.length - 1;\n\n\t}\n\n\t/**\n\t * @param {THREE.Object3D} object\n\t * @return {number|null}\n\t */\n\t processSkin( object ) {\n\n\t\tconst json = this.json;\n\t\tconst nodeMap = this.nodeMap;\n\n\t\tconst node = json.nodes[ nodeMap.get( object ) ];\n\n\t\tconst skeleton = object.skeleton;\n\n\t\tif ( skeleton === undefined ) return null;\n\n\t\tconst rootJoint = object.skeleton.bones[ 0 ];\n\n\t\tif ( rootJoint === undefined ) return null;\n\n\t\tconst joints = [];\n\t\tconst inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 );\n\t\tconst temporaryBoneInverse = new Matrix4();\n\n\t\tfor ( let i = 0; i < skeleton.bones.length; ++ i ) {\n\n\t\t\tjoints.push( nodeMap.get( skeleton.bones[ i ] ) );\n\t\t\ttemporaryBoneInverse.copy( skeleton.boneInverses[ i ] );\n\t\t\ttemporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( json.skins === undefined ) json.skins = [];\n\n\t\tjson.skins.push( {\n\t\t\tinverseBindMatrices: this.processAccessor( new BufferAttribute( inverseBindMatrices, 16 ) ),\n\t\t\tjoints: joints,\n\t\t\tskeleton: nodeMap.get( rootJoint )\n\t\t} );\n\n\t\tconst skinIndex = node.skin = json.skins.length - 1;\n\n\t\treturn skinIndex;\n\n\t}\n\n\t/**\n\t * Process Object3D node\n\t * @param {THREE.Object3D} node Object3D to processNode\n\t * @return {Integer} Index of the node in the nodes list\n\t */\n\tprocessNode( object ) {\n\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\t\tconst nodeMap = this.nodeMap;\n\n\t\tif ( ! json.nodes ) json.nodes = [];\n\n\t\tconst nodeDef = {};\n\n\t\tif ( options.trs ) {\n\n\t\t\tconst rotation = object.quaternion.toArray();\n\t\t\tconst position = object.position.toArray();\n\t\t\tconst scale = object.scale.toArray();\n\n\t\t\tif ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) {\n\n\t\t\t\tnodeDef.rotation = rotation;\n\n\t\t\t}\n\n\t\t\tif ( ! equalArray( position, [ 0, 0, 0 ] ) ) {\n\n\t\t\t\tnodeDef.translation = position;\n\n\t\t\t}\n\n\t\t\tif ( ! equalArray( scale, [ 1, 1, 1 ] ) ) {\n\n\t\t\t\tnodeDef.scale = scale;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( object.matrixAutoUpdate ) {\n\n\t\t\t\tobject.updateMatrix();\n\n\t\t\t}\n\n\t\t\tif ( isIdentityMatrix( object.matrix ) === false ) {\n\n\t\t\t\tnodeDef.matrix = object.matrix.elements;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// We don't export empty strings name because it represents no-name in Three.js.\n\t\tif ( object.name !== '' ) nodeDef.name = String( object.name );\n\n\t\tthis.serializeUserData( object, nodeDef );\n\n\t\tif ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\tconst meshIndex = this.processMesh( object );\n\n\t\t\tif ( meshIndex !== null ) nodeDef.mesh = meshIndex;\n\n\t\t} else if ( object.isCamera ) {\n\n\t\t\tnodeDef.camera = this.processCamera( object );\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) this.skins.push( object );\n\n\t\tif ( object.children.length > 0 ) {\n\n\t\t\tconst children = [];\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = object.children[ i ];\n\n\t\t\t\tif ( child.visible || options.onlyVisible === false ) {\n\n\t\t\t\t\tconst nodeIndex = this.processNode( child );\n\n\t\t\t\t\tif ( nodeIndex !== null ) children.push( nodeIndex );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( children.length > 0 ) nodeDef.children = children;\n\n\t\t}\n\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\text.writeNode && ext.writeNode( object, nodeDef );\n\n\t\t} );\n\n\t\tconst nodeIndex = json.nodes.push( nodeDef ) - 1;\n\t\tnodeMap.set( object, nodeIndex );\n\t\treturn nodeIndex;\n\n\t}\n\n\t/**\n\t * Process Scene\n\t * @param {Scene} node Scene to process\n\t */\n\tprocessScene( scene ) {\n\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\n\t\tif ( ! json.scenes ) {\n\n\t\t\tjson.scenes = [];\n\t\t\tjson.scene = 0;\n\n\t\t}\n\n\t\tconst sceneDef = {};\n\n\t\tif ( scene.name !== '' ) sceneDef.name = scene.name;\n\n\t\tjson.scenes.push( sceneDef );\n\n\t\tconst nodes = [];\n\n\t\tfor ( let i = 0, l = scene.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = scene.children[ i ];\n\n\t\t\tif ( child.visible || options.onlyVisible === false ) {\n\n\t\t\t\tconst nodeIndex = this.processNode( child );\n\n\t\t\t\tif ( nodeIndex !== null ) nodes.push( nodeIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( nodes.length > 0 ) sceneDef.nodes = nodes;\n\n\t\tthis.serializeUserData( scene, sceneDef );\n\n\t}\n\n\t/**\n\t * Creates a Scene to hold a list of objects and parse it\n\t * @param {Array} objects List of objects to process\n\t */\n\tprocessObjects( objects ) {\n\n\t\tconst scene = new Scene();\n\t\tscene.name = 'AuxScene';\n\n\t\tfor ( let i = 0; i < objects.length; i ++ ) {\n\n\t\t\t// We push directly to children instead of calling `add` to prevent\n\t\t\t// modify the .parent and break its original scene and hierarchy\n\t\t\tscene.children.push( objects[ i ] );\n\n\t\t}\n\n\t\tthis.processScene( scene );\n\n\t}\n\n\t/**\n\t * @param {THREE.Object3D|Array} input\n\t */\n\tprocessInput( input ) {\n\n\t\tconst options = this.options;\n\n\t\tinput = input instanceof Array ? input : [ input ];\n\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\text.beforeParse && ext.beforeParse( input );\n\n\t\t} );\n\n\t\tconst objectsWithoutScene = [];\n\n\t\tfor ( let i = 0; i < input.length; i ++ ) {\n\n\t\t\tif ( input[ i ] instanceof Scene ) {\n\n\t\t\t\tthis.processScene( input[ i ] );\n\n\t\t\t} else {\n\n\t\t\t\tobjectsWithoutScene.push( input[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( objectsWithoutScene.length > 0 ) this.processObjects( objectsWithoutScene );\n\n\t\tfor ( let i = 0; i < this.skins.length; ++ i ) {\n\n\t\t\tthis.processSkin( this.skins[ i ] );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < options.animations.length; ++ i ) {\n\n\t\t\tthis.processAnimation( options.animations[ i ], input[ 0 ] );\n\n\t\t}\n\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\text.afterParse && ext.afterParse( input );\n\n\t\t} );\n\n\t}\n\n\t_invokeAll( func ) {\n\n\t\tfor ( let i = 0, il = this.plugins.length; i < il; i ++ ) {\n\n\t\t\tfunc( this.plugins[ i ] );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Punctual Lights Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n */\nclass GLTFLightExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_lights_punctual';\n\n\t}\n\n\twriteNode( light, nodeDef ) {\n\n\t\tif ( ! light.isLight ) return;\n\n\t\tif ( ! light.isDirectionalLight && ! light.isPointLight && ! light.isSpotLight ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFExporter: Only directional, point, and spot lights are supported.', light );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst writer = this.writer;\n\t\tconst json = writer.json;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst lightDef = {};\n\n\t\tif ( light.name ) lightDef.name = light.name;\n\n\t\tlightDef.color = light.color.toArray();\n\n\t\tlightDef.intensity = light.intensity;\n\n\t\tif ( light.isDirectionalLight ) {\n\n\t\t\tlightDef.type = 'directional';\n\n\t\t} else if ( light.isPointLight ) {\n\n\t\t\tlightDef.type = 'point';\n\n\t\t\tif ( light.distance > 0 ) lightDef.range = light.distance;\n\n\t\t} else if ( light.isSpotLight ) {\n\n\t\t\tlightDef.type = 'spot';\n\n\t\t\tif ( light.distance > 0 ) lightDef.range = light.distance;\n\n\t\t\tlightDef.spot = {};\n\t\t\tlightDef.spot.innerConeAngle = ( light.penumbra - 1.0 ) * light.angle * - 1.0;\n\t\t\tlightDef.spot.outerConeAngle = light.angle;\n\n\t\t}\n\n\t\tif ( light.decay !== undefined && light.decay !== 2 ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, '\n\t\t\t\t+ 'and expects light.decay=2.' );\n\n\t\t}\n\n\t\tif ( light.target\n\t\t\t\t&& ( light.target.parent !== light\n\t\t\t\t|| light.target.position.x !== 0\n\t\t\t\t|| light.target.position.y !== 0\n\t\t\t\t|| light.target.position.z !== - 1 ) ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFExporter: Light direction may be lost. For best results, '\n\t\t\t\t+ 'make light.target a child of the light with position 0,0,-1.' );\n\n\t\t}\n\n\t\tif ( ! extensionsUsed[ this.name ] ) {\n\n\t\t\tjson.extensions = json.extensions || {};\n\t\t\tjson.extensions[ this.name ] = { lights: [] };\n\t\t\textensionsUsed[ this.name ] = true;\n\n\t\t}\n\n\t\tconst lights = json.extensions[ this.name ].lights;\n\t\tlights.push( lightDef );\n\n\t\tnodeDef.extensions = nodeDef.extensions || {};\n\t\tnodeDef.extensions[ this.name ] = { light: lights.length - 1 };\n\n\t}\n\n}\n\n/**\n * Unlit Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n */\nclass GLTFMaterialsUnlitExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_unlit';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshBasicMaterial ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = {};\n\n\t\textensionsUsed[ this.name ] = true;\n\n\t\tmaterialDef.pbrMetallicRoughness.metallicFactor = 0.0;\n\t\tmaterialDef.pbrMetallicRoughness.roughnessFactor = 0.9;\n\n\t}\n\n}\n\n/**\n * Clearcoat Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n */\nclass GLTFMaterialsClearcoatExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_clearcoat';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshPhysicalMaterial || material.clearcoat === 0 ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst extensionDef = {};\n\n\t\textensionDef.clearcoatFactor = material.clearcoat;\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tconst clearcoatMapDef = { index: writer.processTexture( material.clearcoatMap ) };\n\t\t\twriter.applyTextureTransform( clearcoatMapDef, material.clearcoatMap );\n\t\t\textensionDef.clearcoatTexture = clearcoatMapDef;\n\n\t\t}\n\n\t\textensionDef.clearcoatRoughnessFactor = material.clearcoatRoughness;\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tconst clearcoatRoughnessMapDef = { index: writer.processTexture( material.clearcoatRoughnessMap ) };\n\t\t\twriter.applyTextureTransform( clearcoatRoughnessMapDef, material.clearcoatRoughnessMap );\n\t\t\textensionDef.clearcoatRoughnessTexture = clearcoatRoughnessMapDef;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tconst clearcoatNormalMapDef = { index: writer.processTexture( material.clearcoatNormalMap ) };\n\t\t\twriter.applyTextureTransform( clearcoatNormalMapDef, material.clearcoatNormalMap );\n\t\t\textensionDef.clearcoatNormalTexture = clearcoatNormalMapDef;\n\n\t\t}\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\n\t\textensionsUsed[ this.name ] = true;\n\n\n\t}\n\n}\n\n/**\n * Iridescence Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence\n */\nclass GLTFMaterialsIridescenceExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_iridescence';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshPhysicalMaterial || material.iridescence === 0 ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst extensionDef = {};\n\n\t\textensionDef.iridescenceFactor = material.iridescence;\n\n\t\tif ( material.iridescenceMap ) {\n\n\t\t\tconst iridescenceMapDef = { index: writer.processTexture( material.iridescenceMap ) };\n\t\t\twriter.applyTextureTransform( iridescenceMapDef, material.iridescenceMap );\n\t\t\textensionDef.iridescenceTexture = iridescenceMapDef;\n\n\t\t}\n\n\t\textensionDef.iridescenceIor = material.iridescenceIOR;\n\t\textensionDef.iridescenceThicknessMinimum = material.iridescenceThicknessRange[ 0 ];\n\t\textensionDef.iridescenceThicknessMaximum = material.iridescenceThicknessRange[ 1 ];\n\n\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\tconst iridescenceThicknessMapDef = { index: writer.processTexture( material.iridescenceThicknessMap ) };\n\t\t\twriter.applyTextureTransform( iridescenceThicknessMapDef, material.iridescenceThicknessMap );\n\t\t\textensionDef.iridescenceThicknessTexture = iridescenceThicknessMapDef;\n\n\t\t}\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\n\t\textensionsUsed[ this.name ] = true;\n\n\t}\n\n}\n\n/**\n * Transmission Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n */\nclass GLTFMaterialsTransmissionExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_transmission';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst extensionDef = {};\n\n\t\textensionDef.transmissionFactor = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tconst transmissionMapDef = { index: writer.processTexture( material.transmissionMap ) };\n\t\t\twriter.applyTextureTransform( transmissionMapDef, material.transmissionMap );\n\t\t\textensionDef.transmissionTexture = transmissionMapDef;\n\n\t\t}\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\n\t\textensionsUsed[ this.name ] = true;\n\n\t}\n\n}\n\n/**\n * Materials Volume Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume\n */\nclass GLTFMaterialsVolumeExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_volume';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst extensionDef = {};\n\n\t\textensionDef.thicknessFactor = material.thickness;\n\n\t\tif ( material.thicknessMap ) {\n\n\t\t\tconst thicknessMapDef = { index: writer.processTexture( material.thicknessMap ) };\n\t\t\twriter.applyTextureTransform( thicknessMapDef, material.thicknessMap );\n\t\t\textensionDef.thicknessTexture = thicknessMapDef;\n\n\t\t}\n\n\t\textensionDef.attenuationDistance = material.attenuationDistance;\n\t\textensionDef.attenuationColor = material.attenuationColor.toArray();\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\n\t\textensionsUsed[ this.name ] = true;\n\n\t}\n\n}\n\n/**\n * Materials ior Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior\n */\nclass GLTFMaterialsIorExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_ior';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshPhysicalMaterial || material.ior === 1.5 ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst extensionDef = {};\n\n\t\textensionDef.ior = material.ior;\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\n\t\textensionsUsed[ this.name ] = true;\n\n\t}\n\n}\n\n/**\n * Materials specular Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular\n */\nclass GLTFMaterialsSpecularExtension {\n\n\tconstructor( writer ) {\n\n\t\tthis.writer = writer;\n\t\tthis.name = 'KHR_materials_specular';\n\n\t}\n\n\twriteMaterial( material, materialDef ) {\n\n\t\tif ( ! material.isMeshPhysicalMaterial || ( material.specularIntensity === 1.0 && \n\t\t material.specularColor.equals( DEFAULT_SPECULAR_COLOR ) && \n\t\t ! material.specularIntensityMap && ! material.specularColorTexture ) ) return;\n\n\t\tconst writer = this.writer;\n\t\tconst extensionsUsed = writer.extensionsUsed;\n\n\t\tconst extensionDef = {};\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tconst specularIntensityMapDef = { index: writer.processTexture( material.specularIntensityMap ) };\n\t\t\twriter.applyTextureTransform( specularIntensityMapDef, material.specularIntensityMap );\n\t\t\textensionDef.specularTexture = specularIntensityMapDef;\n\n\t\t}\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tconst specularColorMapDef = { index: writer.processTexture( material.specularColorMap ) };\n\t\t\twriter.applyTextureTransform( specularColorMapDef, material.specularColorMap );\n\t\t\textensionDef.specularColorTexture = specularColorMapDef;\n\n\t\t}\n\n\t\textensionDef.specularFactor = material.specularIntensity;\n\t\textensionDef.specularColorFactor = material.specularColor.toArray();\n\n\t\tmaterialDef.extensions = materialDef.extensions || {};\n\t\tmaterialDef.extensions[ this.name ] = extensionDef;\n\n\t\textensionsUsed[ this.name ] = true;\n\n\t}\n\n}\n\n/**\n * Static utility functions\n */\nGLTFExporter.Utils = {\n\n\tinsertKeyframe: function ( track, time ) {\n\n\t\tconst tolerance = 0.001; // 1ms\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = new track.TimeBufferType( track.times.length + 1 );\n\t\tconst values = new track.ValueBufferType( track.values.length + valueSize );\n\t\tconst interpolant = track.createInterpolant( new track.ValueBufferType( valueSize ) );\n\n\t\tlet index;\n\n\t\tif ( track.times.length === 0 ) {\n\n\t\t\ttimes[ 0 ] = time;\n\n\t\t\tfor ( let i = 0; i < valueSize; i ++ ) {\n\n\t\t\t\tvalues[ i ] = 0;\n\n\t\t\t}\n\n\t\t\tindex = 0;\n\n\t\t} else if ( time < track.times[ 0 ] ) {\n\n\t\t\tif ( Math.abs( track.times[ 0 ] - time ) < tolerance ) return 0;\n\n\t\t\ttimes[ 0 ] = time;\n\t\t\ttimes.set( track.times, 1 );\n\n\t\t\tvalues.set( interpolant.evaluate( time ), 0 );\n\t\t\tvalues.set( track.values, valueSize );\n\n\t\t\tindex = 0;\n\n\t\t} else if ( time > track.times[ track.times.length - 1 ] ) {\n\n\t\t\tif ( Math.abs( track.times[ track.times.length - 1 ] - time ) < tolerance ) {\n\n\t\t\t\treturn track.times.length - 1;\n\n\t\t\t}\n\n\t\t\ttimes[ times.length - 1 ] = time;\n\t\t\ttimes.set( track.times, 0 );\n\n\t\t\tvalues.set( track.values, 0 );\n\t\t\tvalues.set( interpolant.evaluate( time ), track.values.length );\n\n\t\t\tindex = times.length - 1;\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < track.times.length; i ++ ) {\n\n\t\t\t\tif ( Math.abs( track.times[ i ] - time ) < tolerance ) return i;\n\n\t\t\t\tif ( track.times[ i ] < time && track.times[ i + 1 ] > time ) {\n\n\t\t\t\t\ttimes.set( track.times.slice( 0, i + 1 ), 0 );\n\t\t\t\t\ttimes[ i + 1 ] = time;\n\t\t\t\t\ttimes.set( track.times.slice( i + 1 ), i + 2 );\n\n\t\t\t\t\tvalues.set( track.values.slice( 0, ( i + 1 ) * valueSize ), 0 );\n\t\t\t\t\tvalues.set( interpolant.evaluate( time ), ( i + 1 ) * valueSize );\n\t\t\t\t\tvalues.set( track.values.slice( ( i + 1 ) * valueSize ), ( i + 2 ) * valueSize );\n\n\t\t\t\t\tindex = i + 1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttrack.times = times;\n\t\ttrack.values = values;\n\n\t\treturn index;\n\n\t},\n\n\tmergeMorphTargetTracks: function ( clip, root ) {\n\n\t\tconst tracks = [];\n\t\tconst mergedTracks = {};\n\t\tconst sourceTracks = clip.tracks;\n\n\t\tfor ( let i = 0; i < sourceTracks.length; ++ i ) {\n\n\t\t\tlet sourceTrack = sourceTracks[ i ];\n\t\t\tconst sourceTrackBinding = PropertyBinding.parseTrackName( sourceTrack.name );\n\t\t\tconst sourceTrackNode = PropertyBinding.findNode( root, sourceTrackBinding.nodeName );\n\n\t\t\tif ( sourceTrackBinding.propertyName !== 'morphTargetInfluences' || sourceTrackBinding.propertyIndex === undefined ) {\n\n\t\t\t\t// Tracks that don't affect morph targets, or that affect all morph targets together, can be left as-is.\n\t\t\t\ttracks.push( sourceTrack );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodDiscrete\n\t\t\t\t&& sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodLinear ) {\n\n\t\t\t\tif ( sourceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\t\t// This should never happen, because glTF morph target animations\n\t\t\t\t\t// affect all targets already.\n\t\t\t\t\tthrow new Error( 'THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.' );\n\n\t\t\t\t}\n\n\t\t\t\tconsole.warn( 'THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.' );\n\n\t\t\t\tsourceTrack = sourceTrack.clone();\n\t\t\t\tsourceTrack.setInterpolation( InterpolateLinear );\n\n\t\t\t}\n\n\t\t\tconst targetCount = sourceTrackNode.morphTargetInfluences.length;\n\t\t\tconst targetIndex = sourceTrackNode.morphTargetDictionary[ sourceTrackBinding.propertyIndex ];\n\n\t\t\tif ( targetIndex === undefined ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFExporter: Morph target name not found: ' + sourceTrackBinding.propertyIndex );\n\n\t\t\t}\n\n\t\t\tlet mergedTrack;\n\n\t\t\t// If this is the first time we've seen this object, create a new\n\t\t\t// track to store merged keyframe data for each morph target.\n\t\t\tif ( mergedTracks[ sourceTrackNode.uuid ] === undefined ) {\n\n\t\t\t\tmergedTrack = sourceTrack.clone();\n\n\t\t\t\tconst values = new mergedTrack.ValueBufferType( targetCount * mergedTrack.times.length );\n\n\t\t\t\tfor ( let j = 0; j < mergedTrack.times.length; j ++ ) {\n\n\t\t\t\t\tvalues[ j * targetCount + targetIndex ] = mergedTrack.values[ j ];\n\n\t\t\t\t}\n\n\t\t\t\t// We need to take into consideration the intended target node\n\t\t\t\t// of our original un-merged morphTarget animation.\n\t\t\t\tmergedTrack.name = ( sourceTrackBinding.nodeName || '' ) + '.morphTargetInfluences';\n\t\t\t\tmergedTrack.values = values;\n\n\t\t\t\tmergedTracks[ sourceTrackNode.uuid ] = mergedTrack;\n\t\t\t\ttracks.push( mergedTrack );\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst sourceInterpolant = sourceTrack.createInterpolant( new sourceTrack.ValueBufferType( 1 ) );\n\n\t\t\tmergedTrack = mergedTracks[ sourceTrackNode.uuid ];\n\n\t\t\t// For every existing keyframe of the merged track, write a (possibly\n\t\t\t// interpolated) value from the source track.\n\t\t\tfor ( let j = 0; j < mergedTrack.times.length; j ++ ) {\n\n\t\t\t\tmergedTrack.values[ j * targetCount + targetIndex ] = sourceInterpolant.evaluate( mergedTrack.times[ j ] );\n\n\t\t\t}\n\n\t\t\t// For every existing keyframe of the source track, write a (possibly\n\t\t\t// new) keyframe to the merged track. Values from the previous loop may\n\t\t\t// be written again, but keyframes are de-duplicated.\n\t\t\tfor ( let j = 0; j < sourceTrack.times.length; j ++ ) {\n\n\t\t\t\tconst keyframeIndex = this.insertKeyframe( mergedTrack, sourceTrack.times[ j ] );\n\t\t\t\tmergedTrack.values[ keyframeIndex * targetCount + targetIndex ] = sourceTrack.values[ j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\treturn clip;\n\n\t}\n\n};\n\n/* @license\n * Copyright 2021 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * @param object {THREE.Object3D}\n * @return {boolean}\n */\nconst compatibleObject = (object) => {\n // @TODO: Need properer variantMaterials format validation?\n return object.material !==\n undefined && // easier than (!object.isMesh && !object.isLine &&\n // !object.isPoints)\n object.userData && // just in case\n object.userData.variantMaterials &&\n // Is this line costly?\n !!Array\n .from(object.userData.variantMaterials\n .values())\n .filter(m => compatibleMaterial(m.material));\n};\n/**\n * @param material {THREE.Material}\n * @return {boolean}\n */\nconst compatibleMaterial = (material) => {\n // @TODO: support multi materials?\n return material && material.isMaterial && !Array.isArray(material);\n};\nclass GLTFExporterMaterialsVariantsExtension {\n constructor(writer) {\n this.writer = writer;\n this.name = 'KHR_materials_variants';\n this.variantNames = [];\n }\n beforeParse(objects) {\n // Find all variant names and store them to the table\n const variantNameSet = new Set();\n for (const object of objects) {\n object.traverse(o => {\n if (!compatibleObject(o)) {\n return;\n }\n const variantMaterials = o.userData.variantMaterials;\n const variantDataMap = o.userData.variantData;\n for (const [variantName, variantData] of variantDataMap) {\n const variantMaterial = variantMaterials.get(variantData.index);\n // Ignore unloaded variant materials\n if (variantMaterial && compatibleMaterial(variantMaterial.material)) {\n variantNameSet.add(variantName);\n }\n }\n });\n }\n // We may want to sort?\n variantNameSet.forEach(name => this.variantNames.push(name));\n }\n writeMesh(mesh, meshDef) {\n if (!compatibleObject(mesh)) {\n return;\n }\n const userData = mesh.userData;\n const variantMaterials = userData.variantMaterials;\n const variantDataMap = userData.variantData;\n const mappingTable = new Map();\n // Removes gaps in the variant indices list (caused by deleting variants).\n const reIndexedVariants = new Map();\n const variants = Array.from(variantDataMap.values()).sort((a, b) => {\n return a.index - b.index;\n });\n for (const [i, variantData] of variants.entries()) {\n reIndexedVariants.set(variantData.index, i);\n }\n for (const variantData of variantDataMap.values()) {\n const variantInstance = variantMaterials.get(variantData.index);\n if (!variantInstance || !compatibleMaterial(variantInstance.material)) {\n continue;\n }\n const materialIndex = this.writer.processMaterial(variantInstance.material);\n if (!mappingTable.has(materialIndex)) {\n mappingTable.set(materialIndex, { material: materialIndex, variants: [] });\n }\n mappingTable.get(materialIndex).variants.push(reIndexedVariants.get(variantData.index));\n }\n const mappingsDef = Array.from(mappingTable.values())\n .map((m => { return m.variants.sort((a, b) => a - b) && m; }))\n .sort((a, b) => a.material - b.material);\n if (mappingsDef.length === 0) {\n return;\n }\n const originalMaterialIndex = compatibleMaterial(userData.originalMaterial) ?\n this.writer.processMaterial(userData.originalMaterial) :\n -1;\n for (const primitiveDef of meshDef.primitives) {\n // Override primitiveDef.material with original material.\n if (originalMaterialIndex >= 0) {\n primitiveDef.material = originalMaterialIndex;\n }\n primitiveDef.extensions = primitiveDef.extensions || {};\n primitiveDef.extensions[this.name] = { mappings: mappingsDef };\n }\n }\n afterParse() {\n if (this.variantNames.length === 0) {\n return;\n }\n const root = this.writer.json;\n root.extensions = root.extensions || {};\n const variantsDef = this.variantNames.map(n => {\n return { name: n };\n });\n root.extensions[this.name] = { variants: variantsDef };\n this.writer.extensionsUsed[this.name] = true;\n }\n}\n\nclass SessionLightProbe {\n\n\tconstructor( xrLight, renderer, lightProbe, environmentEstimation, estimationStartCallback ) {\n\n\t\tthis.xrLight = xrLight;\n\t\tthis.renderer = renderer;\n\t\tthis.lightProbe = lightProbe;\n\t\tthis.xrWebGLBinding = null;\n\t\tthis.estimationStartCallback = estimationStartCallback;\n\t\tthis.frameCallback = this.onXRFrame.bind( this );\n\n\t\tconst session = renderer.xr.getSession();\n\n\t\t// If the XRWebGLBinding class is available then we can also query an\n\t\t// estimated reflection cube map.\n\t\tif ( environmentEstimation && 'XRWebGLBinding' in window ) {\n\n\t\t\t// This is the simplest way I know of to initialize a WebGL cubemap in Three.\n\t\t\tconst cubeRenderTarget = new WebGLCubeRenderTarget( 16 );\n\t\t\txrLight.environment = cubeRenderTarget.texture;\n\n\t\t\tconst gl = renderer.getContext();\n\n\t\t\t// Ensure that we have any extensions needed to use the preferred cube map format.\n\t\t\tswitch ( session.preferredReflectionFormat ) {\n\n\t\t\t\tcase 'srgba8':\n\t\t\t\t\tgl.getExtension( 'EXT_sRGB' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'rgba16f':\n\t\t\t\t\tgl.getExtension( 'OES_texture_half_float' );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tthis.xrWebGLBinding = new XRWebGLBinding( session, gl );\n\n\t\t\tthis.lightProbe.addEventListener( 'reflectionchange', () => {\n\n\t\t\t\tthis.updateReflection();\n\n\t\t\t} );\n\n\t\t}\n\n\t\t// Start monitoring the XR animation frame loop to look for lighting\n\t\t// estimation changes.\n\t\tsession.requestAnimationFrame( this.frameCallback );\n\n\t}\n\n\tupdateReflection() {\n\n\t\tconst textureProperties = this.renderer.properties.get( this.xrLight.environment );\n\n\t\tif ( textureProperties ) {\n\n\t\t\tconst cubeMap = this.xrWebGLBinding.getReflectionCubeMap( this.lightProbe );\n\n\t\t\tif ( cubeMap ) {\n\n\t\t\t\ttextureProperties.__webglTexture = cubeMap;\n\n\t\t\t\tthis.xrLight.environment.needsPMREMUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tonXRFrame( time, xrFrame ) {\n\n\t\t// If either this obejct or the XREstimatedLight has been destroyed, stop\n\t\t// running the frame loop.\n\t\tif ( ! this.xrLight ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst session = xrFrame.session;\n\t\tsession.requestAnimationFrame( this.frameCallback );\n\n\t\tconst lightEstimate = xrFrame.getLightEstimate( this.lightProbe );\n\t\tif ( lightEstimate ) {\n\n\t\t\t// We can copy the estimate's spherical harmonics array directly into the light probe.\n\t\t\tthis.xrLight.lightProbe.sh.fromArray( lightEstimate.sphericalHarmonicsCoefficients );\n\t\t\tthis.xrLight.lightProbe.intensity = 1.0;\n\n\t\t\t// For the directional light we have to normalize the color and set the scalar as the\n\t\t\t// intensity, since WebXR can return color values that exceed 1.0.\n\t\t\tconst intensityScalar = Math.max( 1.0,\n\t\t\t\tMath.max( lightEstimate.primaryLightIntensity.x,\n\t\t\t\t\tMath.max( lightEstimate.primaryLightIntensity.y,\n\t\t\t\t\t\tlightEstimate.primaryLightIntensity.z ) ) );\n\n\t\t\tthis.xrLight.directionalLight.color.setRGB(\n\t\t\t\tlightEstimate.primaryLightIntensity.x / intensityScalar,\n\t\t\t\tlightEstimate.primaryLightIntensity.y / intensityScalar,\n\t\t\t\tlightEstimate.primaryLightIntensity.z / intensityScalar );\n\t\t\tthis.xrLight.directionalLight.intensity = intensityScalar;\n\t\t\tthis.xrLight.directionalLight.position.copy( lightEstimate.primaryLightDirection );\n\n\t\t\tif ( this.estimationStartCallback ) {\n\n\t\t\t\tthis.estimationStartCallback();\n\t\t\t\tthis.estimationStartCallback = null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispose() {\n\n\t\tthis.xrLight = null;\n\t\tthis.renderer = null;\n\t\tthis.lightProbe = null;\n\t\tthis.xrWebGLBinding = null;\n\n\t}\n\n}\n\nclass XREstimatedLight extends Group {\n\n\tconstructor( renderer, environmentEstimation = true ) {\n\n\t\tsuper();\n\n\t\tthis.lightProbe = new LightProbe();\n\t\tthis.lightProbe.intensity = 0;\n\t\tthis.add( this.lightProbe );\n\n\t\tthis.directionalLight = new DirectionalLight();\n\t\tthis.directionalLight.intensity = 0;\n\t\tthis.add( this.directionalLight );\n\n\t\t// Will be set to a cube map in the SessionLightProbe is environment estimation is\n\t\t// available and requested.\n\t\tthis.environment = null;\n\n\t\tlet sessionLightProbe = null;\n\t\tlet estimationStarted = false;\n\t\trenderer.xr.addEventListener( 'sessionstart', () => {\n\n\t\t\tconst session = renderer.xr.getSession();\n\n\t\t\tif ( 'requestLightProbe' in session ) {\n\n\t\t\t\tsession.requestLightProbe( {\n\n\t\t\t\t\treflectionFormat: session.preferredReflectionFormat\n\n\t\t\t\t} ).then( ( probe ) => {\n\n\t\t\t\t\tsessionLightProbe = new SessionLightProbe( this, renderer, probe, environmentEstimation, () => {\n\n\t\t\t\t\t\testimationStarted = true;\n\n\t\t\t\t\t\t// Fired to indicate that the estimated lighting values are now being updated.\n\t\t\t\t\t\tthis.dispatchEvent( { type: 'estimationstart' } );\n\n\t\t\t\t\t} );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} );\n\n\t\trenderer.xr.addEventListener( 'sessionend', () => {\n\n\t\t\tif ( sessionLightProbe ) {\n\n\t\t\t\tsessionLightProbe.dispose();\n\t\t\t\tsessionLightProbe = null;\n\n\t\t\t}\n\n\t\t\tif ( estimationStarted ) {\n\n\t\t\t\t// Fired to indicate that the estimated lighting values are no longer being updated.\n\t\t\t\tthis.dispatchEvent( { type: 'estimationend' } );\n\n\t\t\t}\n\n\t\t} );\n\n\t\t// Done inline to provide access to sessionLightProbe.\n\t\tthis.dispose = () => {\n\n\t\t\tif ( sessionLightProbe ) {\n\n\t\t\t\tsessionLightProbe.dispose();\n\t\t\t\tsessionLightProbe = null;\n\n\t\t\t}\n\n\t\t\tthis.remove( this.lightProbe );\n\t\t\tthis.lightProbe = null;\n\n\t\t\tthis.remove( this.directionalLight );\n\t\t\tthis.directionalLight = null;\n\n\t\t\tthis.environment = null;\n\n\t\t};\n\n\t}\n\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst SETTLING_TIME = 10000; // plenty long enough\nconst MIN_DECAY_MILLISECONDS = 0.001;\nconst DECAY_MILLISECONDS = 50;\n/**\n * The Damper class is a generic second-order critically damped system that does\n * one linear step of the desired length of time. The only parameter is\n * DECAY_MILLISECONDS. This common parameter makes all states converge at the\n * same rate regardless of scale. xNormalization is a number to provide the\n * rough scale of x, such that NIL_SPEED clamping also happens at roughly the\n * same convergence for all states.\n */\nclass Damper {\n constructor(decayMilliseconds = DECAY_MILLISECONDS) {\n this.velocity = 0;\n this.naturalFrequency = 0;\n this.setDecayTime(decayMilliseconds);\n }\n setDecayTime(decayMilliseconds) {\n this.naturalFrequency =\n 1 / Math.max(MIN_DECAY_MILLISECONDS, decayMilliseconds);\n }\n update(x, xGoal, timeStepMilliseconds, xNormalization) {\n const nilSpeed = 0.0002 * this.naturalFrequency;\n if (x == null || xNormalization === 0) {\n return xGoal;\n }\n if (x === xGoal && this.velocity === 0) {\n return xGoal;\n }\n if (timeStepMilliseconds < 0) {\n return x;\n }\n // Exact solution to a critically damped second-order system, where:\n // acceleration = this.naturalFrequency * this.naturalFrequency * (xGoal\n // - x) - 2 * this.naturalFrequency * this.velocity;\n const deltaX = (x - xGoal);\n const intermediateVelocity = this.velocity + this.naturalFrequency * deltaX;\n const intermediateX = deltaX + timeStepMilliseconds * intermediateVelocity;\n const decay = Math.exp(-this.naturalFrequency * timeStepMilliseconds);\n const newVelocity = (intermediateVelocity - this.naturalFrequency * intermediateX) * decay;\n const acceleration = -this.naturalFrequency * (newVelocity + intermediateVelocity * decay);\n if (Math.abs(newVelocity) < nilSpeed * Math.abs(xNormalization) &&\n acceleration * deltaX >= 0) {\n // This ensures the controls settle and stop calling this function instead\n // of asymptotically approaching their goal.\n this.velocity = 0;\n return xGoal;\n }\n else {\n this.velocity = newVelocity;\n return xGoal + intermediateX * decay;\n }\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst RADIUS = 0.2;\nconst LINE_WIDTH = 0.03;\nconst MAX_OPACITY = 0.75;\nconst SEGMENTS = 12;\nconst DELTA_PHI = Math.PI / (2 * SEGMENTS);\nconst vector2$1 = new Vector2();\n/**\n * Adds a quarter-annulus of vertices to the array, centered on cornerX,\n * cornerY.\n */\nconst addCorner = (vertices, cornerX, cornerY) => {\n let phi = cornerX > 0 ? (cornerY > 0 ? 0 : -Math.PI / 2) :\n (cornerY > 0 ? Math.PI / 2 : Math.PI);\n for (let i = 0; i <= SEGMENTS; ++i) {\n vertices.push(cornerX + (RADIUS - LINE_WIDTH) * Math.cos(phi), cornerY + (RADIUS - LINE_WIDTH) * Math.sin(phi), 0, cornerX + RADIUS * Math.cos(phi), cornerY + RADIUS * Math.sin(phi), 0);\n phi += DELTA_PHI;\n }\n};\n/**\n * This class is a set of two coincident planes. The first is just a cute box\n * outline with rounded corners and damped opacity to indicate the floor extents\n * of a scene. It is purposely larger than the scene's bounding box by RADIUS on\n * all sides so that small scenes are still visible / selectable. Its center is\n * actually carved out by vertices to ensure its fragment shader doesn't add\n * much time.\n *\n * The child plane is a simple plane with the same extents for use in hit\n * testing (translation is triggered when the touch hits the plane, rotation\n * otherwise).\n */\nclass PlacementBox extends Mesh {\n constructor(scene, side) {\n const geometry = new BufferGeometry();\n const triangles = [];\n const vertices = [];\n const { size, boundingBox } = scene;\n const x = size.x / 2;\n const y = (side === 'back' ? size.y : size.z) / 2;\n addCorner(vertices, x, y);\n addCorner(vertices, -x, y);\n addCorner(vertices, -x, -y);\n addCorner(vertices, x, -y);\n const numVertices = vertices.length / 3;\n for (let i = 0; i < numVertices - 2; i += 2) {\n triangles.push(i, i + 1, i + 3, i, i + 3, i + 2);\n }\n const i = numVertices - 2;\n triangles.push(i, i + 1, 1, i, 1, 0);\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setIndex(triangles);\n super(geometry);\n this.side = side;\n const material = this.material;\n material.side = DoubleSide;\n material.transparent = true;\n material.opacity = 0;\n this.goalOpacity = 0;\n this.opacityDamper = new Damper();\n this.hitPlane =\n new Mesh(new PlaneGeometry(2 * (x + RADIUS), 2 * (y + RADIUS)));\n this.hitPlane.visible = false;\n this.hitPlane.material.side = DoubleSide;\n this.add(this.hitPlane);\n boundingBox.getCenter(this.position);\n switch (side) {\n case 'bottom':\n this.rotateX(-Math.PI / 2);\n this.shadowHeight = boundingBox.min.y;\n this.position.y = this.shadowHeight;\n break;\n case 'back':\n this.shadowHeight = boundingBox.min.z;\n this.position.z = this.shadowHeight;\n }\n scene.target.add(this);\n this.offsetHeight = 0;\n }\n /**\n * Get the world hit position if the touch coordinates hit the box, and null\n * otherwise. Pass the scene in to get access to its raycaster.\n */\n getHit(scene, screenX, screenY) {\n vector2$1.set(screenX, -screenY);\n this.hitPlane.visible = true;\n const hitResult = scene.positionAndNormalFromPoint(vector2$1, this.hitPlane);\n this.hitPlane.visible = false;\n return hitResult == null ? null : hitResult.position;\n }\n getExpandedHit(scene, screenX, screenY) {\n this.hitPlane.scale.set(1000, 1000, 1000);\n this.hitPlane.updateMatrixWorld();\n const hitResult = this.getHit(scene, screenX, screenY);\n this.hitPlane.scale.set(1, 1, 1);\n return hitResult;\n }\n /**\n * Offset the height of the box relative to the bottom of the scene. Positive\n * is up, so generally only negative values are used.\n */\n set offsetHeight(offset) {\n offset -= 0.001; // push 1 mm below shadow to avoid z-fighting\n if (this.side === 'back') {\n this.position.z = this.shadowHeight + offset;\n }\n else {\n this.position.y = this.shadowHeight + offset;\n }\n }\n get offsetHeight() {\n if (this.side === 'back') {\n return this.position.z - this.shadowHeight;\n }\n else {\n return this.position.y - this.shadowHeight;\n }\n }\n /**\n * Set the box's visibility; it will fade in and out.\n */\n set show(visible) {\n this.goalOpacity = visible ? MAX_OPACITY : 0;\n }\n /**\n * Call on each frame with the frame delta to fade the box.\n */\n updateOpacity(delta) {\n const material = this.material;\n material.opacity =\n this.opacityDamper.update(material.opacity, this.goalOpacity, delta, 1);\n this.visible = material.opacity > 0;\n }\n /**\n * Call this to clean up Three's cache when you remove the box.\n */\n dispose() {\n var _a;\n const { geometry, material } = this.hitPlane;\n geometry.dispose();\n material.dispose();\n this.geometry.dispose();\n this.material.dispose();\n (_a = this.parent) === null || _a === void 0 ? void 0 : _a.remove(this);\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst numberNode = (value, unit) => ({ type: 'number', number: value, unit });\n/**\n * Given a string representing a comma-separated set of CSS-like expressions,\n * parses and returns an array of ASTs that correspond to those expressions.\n *\n * Currently supported syntax includes:\n *\n * - functions (top-level and nested)\n * - calc() arithmetic operators\n * - numbers with units\n * - hexadecimal-encoded colors in 3, 6 or 8 digit form\n * - idents\n *\n * All syntax is intended to match the parsing rules and semantics of the actual\n * CSS spec as closely as possible.\n *\n * @see https://www.w3.org/TR/CSS2/\n * @see https://www.w3.org/TR/css-values-3/\n */\nconst parseExpressions = (() => {\n const cache = {};\n const MAX_PARSE_ITERATIONS = 1000; // Arbitrarily large\n return (inputString) => {\n const cacheKey = inputString;\n if (cacheKey in cache) {\n return cache[cacheKey];\n }\n const expressions = [];\n let parseIterations = 0;\n while (inputString) {\n if (++parseIterations > MAX_PARSE_ITERATIONS) {\n // Avoid a potentially infinite loop due to typos:\n inputString = '';\n break;\n }\n const expressionParseResult = parseExpression(inputString);\n const expression = expressionParseResult.nodes[0];\n if (expression == null || expression.terms.length === 0) {\n break;\n }\n expressions.push(expression);\n inputString = expressionParseResult.remainingInput;\n }\n return cache[cacheKey] = expressions;\n };\n})();\n/**\n * Parse a single expression. For the purposes of our supported syntax, an\n * expression is the set of semantically meaningful terms that appear before the\n * next comma, or between the parens of a function invocation.\n */\nconst parseExpression = (() => {\n const IS_IDENT_RE = /^(\\-\\-|[a-z\\u0240-\\uffff])/i;\n const IS_OPERATOR_RE = /^([\\*\\+\\/]|[\\-]\\s)/i;\n const IS_EXPRESSION_END_RE = /^[\\),]/;\n const FUNCTION_ARGUMENTS_FIRST_TOKEN = '(';\n const HEX_FIRST_TOKEN = '#';\n return (inputString) => {\n const terms = [];\n while (inputString.length) {\n inputString = inputString.trim();\n if (IS_EXPRESSION_END_RE.test(inputString)) {\n break;\n }\n else if (inputString[0] === FUNCTION_ARGUMENTS_FIRST_TOKEN) {\n const { nodes, remainingInput } = parseFunctionArguments(inputString);\n inputString = remainingInput;\n terms.push({\n type: 'function',\n name: { type: 'ident', value: 'calc' },\n arguments: nodes\n });\n }\n else if (IS_IDENT_RE.test(inputString)) {\n const identParseResult = parseIdent(inputString);\n const identNode = identParseResult.nodes[0];\n inputString = identParseResult.remainingInput;\n if (inputString[0] === FUNCTION_ARGUMENTS_FIRST_TOKEN) {\n const { nodes, remainingInput } = parseFunctionArguments(inputString);\n terms.push({ type: 'function', name: identNode, arguments: nodes });\n inputString = remainingInput;\n }\n else {\n terms.push(identNode);\n }\n }\n else if (IS_OPERATOR_RE.test(inputString)) {\n // Operators are always a single character, so just pluck them out:\n terms.push({ type: 'operator', value: inputString[0] });\n inputString = inputString.slice(1);\n }\n else {\n const { nodes, remainingInput } = inputString[0] === HEX_FIRST_TOKEN ?\n parseHex(inputString) :\n parseNumber(inputString);\n // The remaining string may not have had any meaningful content. Exit\n // early if this is the case:\n if (nodes.length === 0) {\n break;\n }\n terms.push(nodes[0]);\n inputString = remainingInput;\n }\n }\n return { nodes: [{ type: 'expression', terms }], remainingInput: inputString };\n };\n})();\n/**\n * An ident is something like a function name or the keyword \"auto\".\n */\nconst parseIdent = (() => {\n const NOT_IDENT_RE = /[^a-z0-9_\\-\\u0240-\\uffff]/i;\n return (inputString) => {\n const match = inputString.match(NOT_IDENT_RE);\n const ident = match == null ? inputString : inputString.substr(0, match.index);\n const remainingInput = match == null ? '' : inputString.substr(match.index);\n return { nodes: [{ type: 'ident', value: ident }], remainingInput };\n };\n})();\n/**\n * Parses a number. A number value can be expressed with an integer or\n * non-integer syntax, and usually includes a unit (but does not strictly\n * require one for our purposes).\n */\nconst parseNumber = (() => {\n // @see https://www.w3.org/TR/css-syntax/#number-token-diagram\n const VALUE_RE = /[\\+\\-]?(\\d+[\\.]\\d+|\\d+|[\\.]\\d+)([eE][\\+\\-]?\\d+)?/;\n const UNIT_RE = /^[a-z%]+/i;\n const ALLOWED_UNITS = /^(m|mm|cm|rad|deg|[%])$/;\n return (inputString) => {\n const valueMatch = inputString.match(VALUE_RE);\n const value = valueMatch == null ? '0' : valueMatch[0];\n inputString = value == null ? inputString : inputString.slice(value.length);\n const unitMatch = inputString.match(UNIT_RE);\n let unit = unitMatch != null && unitMatch[0] !== '' ? unitMatch[0] : null;\n const remainingInput = unitMatch == null ? inputString : inputString.slice(unit.length);\n if (unit != null && !ALLOWED_UNITS.test(unit)) {\n unit = null;\n }\n return {\n nodes: [{\n type: 'number',\n number: parseFloat(value) || 0,\n unit: unit\n }],\n remainingInput\n };\n };\n})();\n/**\n * Parses a hexadecimal-encoded color in 3, 6 or 8 digit form.\n */\nconst parseHex = (() => {\n // TODO(cdata): right now we don't actually enforce the number of digits\n const HEX_RE = /^[a-f0-9]*/i;\n return (inputString) => {\n inputString = inputString.slice(1).trim();\n const hexMatch = inputString.match(HEX_RE);\n const nodes = hexMatch == null ? [] : [{ type: 'hex', value: hexMatch[0] }];\n return {\n nodes,\n remainingInput: hexMatch == null ? inputString :\n inputString.slice(hexMatch[0].length)\n };\n };\n})();\n/**\n * Parses arguments passed to a function invocation (e.g., the expressions\n * within a matched set of parens).\n */\nconst parseFunctionArguments = (inputString) => {\n const expressionNodes = [];\n // Consume the opening paren\n inputString = inputString.slice(1).trim();\n while (inputString.length) {\n const expressionParseResult = parseExpression(inputString);\n expressionNodes.push(expressionParseResult.nodes[0]);\n inputString = expressionParseResult.remainingInput.trim();\n if (inputString[0] === ',') {\n inputString = inputString.slice(1).trim();\n }\n else if (inputString[0] === ')') {\n // Consume the closing paren and stop parsing\n inputString = inputString.slice(1);\n break;\n }\n }\n return { nodes: expressionNodes, remainingInput: inputString };\n};\nconst $visitedTypes = Symbol('visitedTypes');\n/**\n * An ASTWalker walks an array of ASTs such as the type produced by\n * parseExpressions and invokes a callback for a configured set of nodes that\n * the user wishes to \"visit\" during the walk.\n */\nclass ASTWalker {\n constructor(visitedTypes) {\n this[$visitedTypes] = visitedTypes;\n }\n /**\n * Walk the given set of ASTs, and invoke the provided callback for nodes that\n * match the filtered set that the ASTWalker was constructed with.\n */\n walk(ast, callback) {\n const remaining = ast.slice();\n while (remaining.length) {\n const next = remaining.shift();\n if (this[$visitedTypes].indexOf(next.type) > -1) {\n callback(next);\n }\n switch (next.type) {\n case 'expression':\n remaining.unshift(...next.terms);\n break;\n case 'function':\n remaining.unshift(next.name, ...next.arguments);\n break;\n }\n }\n }\n}\nconst ZERO = Object.freeze({ type: 'number', number: 0, unit: null });\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * Ensures that a given number is expressed in radians. If the number is already\n * in radians, does nothing. If the value is in degrees, converts it to radians.\n * If the value has no specified unit, the unit is assumed to be radians. If the\n * value is not in radians or degrees, the value is resolved as 0 radians.\n *\n * Also accepts a second argument that is a default value to use if the input\n * numberNode number is NaN or Infinity.\n */\nconst degreesToRadians = (numberNode, fallbackRadianValue = 0) => {\n let { number, unit } = numberNode;\n if (!isFinite(number)) {\n number = fallbackRadianValue;\n unit = 'rad';\n }\n else if (numberNode.unit === 'rad' || numberNode.unit == null) {\n return numberNode;\n }\n const valueIsDegrees = unit === 'deg' && number != null;\n const value = valueIsDegrees ? number : 0;\n const radians = value * Math.PI / 180;\n return { type: 'number', number: radians, unit: 'rad' };\n};\n/**\n * Converts a given length to meters. Currently supported input units are\n * meters, centimeters and millimeters.\n *\n * Also accepts a second argument that is a default value to use if the input\n * numberNode number is NaN or Infinity.\n */\nconst lengthToBaseMeters = (numberNode, fallbackMeterValue = 0) => {\n let { number, unit } = numberNode;\n if (!isFinite(number)) {\n number = fallbackMeterValue;\n unit = 'm';\n }\n else if (numberNode.unit === 'm') {\n return numberNode;\n }\n let scale;\n switch (unit) {\n default:\n scale = 1;\n break;\n case 'cm':\n scale = 1 / 100;\n break;\n case 'mm':\n scale = 1 / 1000;\n break;\n }\n const value = scale * number;\n return { type: 'number', number: value, unit: 'm' };\n};\n/**\n * Normalizes the unit of a given input number so that it is expressed in a\n * preferred unit. For length nodes, the return value will be expressed in\n * meters. For angle nodes, the return value will be expressed in radians.\n *\n * Also takes a fallback number that is used when the number value is not a\n * valid number or when the unit of the given number cannot be normalized.\n */\nconst normalizeUnit = (() => {\n const identity = (node) => node;\n const unitNormalizers = {\n 'rad': identity,\n 'deg': degreesToRadians,\n 'm': identity,\n 'mm': lengthToBaseMeters,\n 'cm': lengthToBaseMeters\n };\n return (node, fallback = ZERO) => {\n if (!isFinite(node.number)) {\n node.number = fallback.number;\n node.unit = fallback.unit;\n }\n const { unit } = node;\n if (unit == null) {\n return node;\n }\n const normalize = unitNormalizers[unit];\n if (normalize == null) {\n return fallback;\n }\n return normalize(node);\n };\n})();\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$6, _b$5, _c$4;\nconst $evaluate = Symbol('evaluate');\nconst $lastValue = Symbol('lastValue');\n/**\n * An Evaluator is used to derive a computed style from part (or all) of a CSS\n * expression AST. This construct is particularly useful for complex ASTs\n * containing function calls such as calc, var and env. Such styles could be\n * costly to re-evaluate on every frame (and in some cases we may try to do\n * that). The Evaluator construct allows us to mark sub-trees of the AST as\n * constant, so that only the dynamic parts are re-evaluated. It also separates\n * one-time AST preparation work from work that necessarily has to happen upon\n * each evaluation.\n */\nclass Evaluator {\n constructor() {\n this[_a$6] = null;\n }\n /**\n * An Evaluatable is a NumberNode or an Evaluator that evaluates a NumberNode\n * as the result of invoking its evaluate method. This is mainly used to\n * ensure that CSS function nodes are cast to the corresponding Evaluators\n * that will resolve the result of the function, but is also used to ensure\n * that a percentage nested at arbitrary depth in the expression will always\n * be evaluated against the correct basis.\n */\n static evaluatableFor(node, basis = ZERO) {\n if (node instanceof Evaluator) {\n return node;\n }\n if (node.type === 'number') {\n if (node.unit === '%') {\n return new PercentageEvaluator(node, basis);\n }\n return node;\n }\n switch (node.name.value) {\n case 'calc':\n return new CalcEvaluator(node, basis);\n case 'env':\n return new EnvEvaluator(node);\n }\n return ZERO;\n }\n /**\n * If the input is an Evaluator, returns the result of evaluating it.\n * Otherwise, returns the input.\n *\n * This is a helper to aide in resolving a NumberNode without conditionally\n * checking if the Evaluatable is an Evaluator everywhere.\n */\n static evaluate(evaluatable) {\n if (evaluatable instanceof Evaluator) {\n return evaluatable.evaluate();\n }\n return evaluatable;\n }\n /**\n * If the input is an Evaluator, returns the value of its isConstant property.\n * Returns true for all other input values.\n */\n static isConstant(evaluatable) {\n if (evaluatable instanceof Evaluator) {\n return evaluatable.isConstant;\n }\n return true;\n }\n /**\n * This method applies a set of structured intrinsic metadata to an evaluated\n * result from a parsed CSS-like string of expressions. Intrinsics provide\n * sufficient metadata (e.g., basis values, analogs for keywords) such that\n * omitted values in the input string can be backfilled, and keywords can be\n * converted to concrete numbers.\n *\n * The result of applying intrinsics is a tuple of NumberNode values whose\n * units match the units used by the basis of the intrinsics.\n *\n * The following is a high-level description of how intrinsics are applied:\n *\n * 1. Determine the value of 'auto' for the current term\n * 2. If there is no corresponding input value for this term, substitute the\n * 'auto' value.\n * 3. If the term is an IdentNode, treat it as a keyword and perform the\n * appropriate substitution.\n * 4. If the term is still null, fallback to the 'auto' value\n * 5. If the term is a percentage, apply it to the basis and return that\n * value\n * 6. Normalize the unit of the term\n * 7. If the term's unit does not match the basis unit, return the basis\n * value\n * 8. Return the term as is\n */\n static applyIntrinsics(evaluated, intrinsics) {\n const { basis, keywords } = intrinsics;\n const { auto } = keywords;\n return basis.map((basisNode, index) => {\n // Use an auto value if we have it, otherwise the auto value is the basis:\n const autoSubstituteNode = auto[index] == null ? basisNode : auto[index];\n // If the evaluated nodes do not have a node at the current\n // index, fallback to the \"auto\" substitute right away:\n let evaluatedNode = evaluated[index] ? evaluated[index] : autoSubstituteNode;\n // Any ident node is considered a keyword:\n if (evaluatedNode.type === 'ident') {\n const keyword = evaluatedNode.value;\n // Substitute any keywords for concrete values first:\n if (keyword in keywords) {\n evaluatedNode = keywords[keyword][index];\n }\n }\n // If we don't have a NumberNode at this point, fall back to whatever\n // is specified for auto:\n if (evaluatedNode == null || evaluatedNode.type === 'ident') {\n evaluatedNode = autoSubstituteNode;\n }\n // For percentages, we always apply the percentage to the basis value:\n if (evaluatedNode.unit === '%') {\n return numberNode(evaluatedNode.number / 100 * basisNode.number, basisNode.unit);\n }\n // Otherwise, normalize whatever we have:\n evaluatedNode = normalizeUnit(evaluatedNode, basisNode);\n // If the normalized units do not match, return the basis as a fallback:\n if (evaluatedNode.unit !== basisNode.unit) {\n return basisNode;\n }\n // Finally, return the evaluated node with intrinsics applied:\n return evaluatedNode;\n });\n }\n /**\n * If true, the Evaluator will only evaluate its AST one time. If false, the\n * Evaluator will re-evaluate the AST each time that the public evaluate\n * method is invoked.\n */\n get isConstant() {\n return false;\n }\n /**\n * Evaluate the Evaluator and return the result. If the Evaluator is constant,\n * the corresponding AST will only be evaluated once, and the result of\n * evaluating it the first time will be returned on all subsequent\n * evaluations.\n */\n evaluate() {\n if (!this.isConstant || this[$lastValue] == null) {\n this[$lastValue] = this[$evaluate]();\n }\n return this[$lastValue];\n }\n}\n_a$6 = $lastValue;\nconst $percentage = Symbol('percentage');\nconst $basis = Symbol('basis');\n/**\n * A PercentageEvaluator scales a given basis value by a given percentage value.\n * The evaluated result is always considered to be constant.\n */\nclass PercentageEvaluator extends Evaluator {\n constructor(percentage, basis) {\n super();\n this[$percentage] = percentage;\n this[$basis] = basis;\n }\n get isConstant() {\n return true;\n }\n [$evaluate]() {\n return numberNode(this[$percentage].number / 100 * this[$basis].number, this[$basis].unit);\n }\n}\nconst $identNode = Symbol('identNode');\n/**\n * Evaluator for CSS-like env() functions. Currently, only one environment\n * variable is accepted as an argument for such functions: window-scroll-y.\n *\n * The env() Evaluator is explicitly dynamic because it always refers to\n * external state that changes as the user scrolls, so it should always be\n * re-evaluated to ensure we get the most recent value.\n *\n * Some important notes about this feature include:\n *\n * - There is no such thing as a \"window-scroll-y\" CSS environment variable in\n * any stable browser at the time that this comment is being written.\n * - The actual CSS env() function accepts a second argument as a fallback for\n * the case that the specified first argument isn't set; our syntax does not\n * support this second argument.\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/env\n */\nclass EnvEvaluator extends Evaluator {\n constructor(envFunction) {\n super();\n this[_b$5] = null;\n const identNode = envFunction.arguments.length ? envFunction.arguments[0].terms[0] : null;\n if (identNode != null && identNode.type === 'ident') {\n this[$identNode] = identNode;\n }\n }\n get isConstant() {\n return false;\n }\n ;\n [(_b$5 = $identNode, $evaluate)]() {\n if (this[$identNode] != null) {\n switch (this[$identNode].value) {\n case 'window-scroll-y':\n const verticalScrollPosition = window.pageYOffset;\n const verticalScrollMax = Math.max(document.body.scrollHeight, document.body.offsetHeight, document.documentElement.clientHeight, document.documentElement.scrollHeight, document.documentElement.offsetHeight);\n const scrollY = verticalScrollPosition /\n (verticalScrollMax - window.innerHeight) ||\n 0;\n return { type: 'number', number: scrollY, unit: null };\n }\n }\n return ZERO;\n }\n}\nconst IS_MULTIPLICATION_RE = /[\\*\\/]/;\nconst $evaluator = Symbol('evaluator');\n/**\n * Evaluator for CSS-like calc() functions. Our implementation of calc()\n * evaluation currently support nested function calls, an unlimited number of\n * terms, and all four algebraic operators (+, -, * and /).\n *\n * The Evaluator is marked as constant unless the calc expression contains an\n * internal env expression at any depth, in which case it will be marked as\n * dynamic.\n *\n * @see https://www.w3.org/TR/css-values-3/#calc-syntax\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/calc\n */\nclass CalcEvaluator extends Evaluator {\n constructor(calcFunction, basis = ZERO) {\n super();\n this[_c$4] = null;\n if (calcFunction.arguments.length !== 1) {\n return;\n }\n const terms = calcFunction.arguments[0].terms.slice();\n const secondOrderTerms = [];\n while (terms.length) {\n const term = terms.shift();\n if (secondOrderTerms.length > 0) {\n const previousTerm = secondOrderTerms[secondOrderTerms.length - 1];\n if (previousTerm.type === 'operator' &&\n IS_MULTIPLICATION_RE.test(previousTerm.value)) {\n const operator = secondOrderTerms.pop();\n const leftValue = secondOrderTerms.pop();\n if (leftValue == null) {\n return;\n }\n secondOrderTerms.push(new OperatorEvaluator(operator, Evaluator.evaluatableFor(leftValue, basis), Evaluator.evaluatableFor(term, basis)));\n continue;\n }\n }\n secondOrderTerms.push(term.type === 'operator' ? term :\n Evaluator.evaluatableFor(term, basis));\n }\n while (secondOrderTerms.length > 2) {\n const [left, operator, right] = secondOrderTerms.splice(0, 3);\n if (operator.type !== 'operator') {\n return;\n }\n secondOrderTerms.unshift(new OperatorEvaluator(operator, Evaluator.evaluatableFor(left, basis), Evaluator.evaluatableFor(right, basis)));\n }\n // There should only be one combined evaluator at this point:\n if (secondOrderTerms.length === 1) {\n this[$evaluator] = secondOrderTerms[0];\n }\n }\n get isConstant() {\n return this[$evaluator] == null || Evaluator.isConstant(this[$evaluator]);\n }\n [(_c$4 = $evaluator, $evaluate)]() {\n return this[$evaluator] != null ? Evaluator.evaluate(this[$evaluator]) :\n ZERO;\n }\n}\nconst $operator = Symbol('operator');\nconst $left = Symbol('left');\nconst $right = Symbol('right');\n/**\n * An Evaluator for the operators found inside CSS calc() functions.\n * The evaluator accepts an operator and left/right operands. The operands can\n * be any valid expression term typically allowed inside a CSS calc function.\n *\n * As detail of this implementation, the only supported unit types are angles\n * expressed as radians or degrees, and lengths expressed as meters, centimeters\n * or millimeters.\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/calc\n */\nclass OperatorEvaluator extends Evaluator {\n constructor(operator, left, right) {\n super();\n this[$operator] = operator;\n this[$left] = left;\n this[$right] = right;\n }\n get isConstant() {\n return Evaluator.isConstant(this[$left]) &&\n Evaluator.isConstant(this[$right]);\n }\n [$evaluate]() {\n const leftNode = normalizeUnit(Evaluator.evaluate(this[$left]));\n const rightNode = normalizeUnit(Evaluator.evaluate(this[$right]));\n const { number: leftValue, unit: leftUnit } = leftNode;\n const { number: rightValue, unit: rightUnit } = rightNode;\n // Disallow operations for mismatched normalized units e.g., m and rad:\n if (rightUnit != null && leftUnit != null && rightUnit != leftUnit) {\n return ZERO;\n }\n // NOTE(cdata): rules for calc type checking are defined here\n // https://drafts.csswg.org/css-values-3/#calc-type-checking\n // This is a simplification and may not hold up once we begin to support\n // additional unit types:\n const unit = leftUnit || rightUnit;\n let value;\n switch (this[$operator].value) {\n case '+':\n value = leftValue + rightValue;\n break;\n case '-':\n value = leftValue - rightValue;\n break;\n case '/':\n value = leftValue / rightValue;\n break;\n case '*':\n value = leftValue * rightValue;\n break;\n default:\n return ZERO;\n }\n return { type: 'number', number: value, unit };\n }\n}\nconst $evaluatables = Symbol('evaluatables');\nconst $intrinsics = Symbol('intrinsics');\n/**\n * A VectorEvaluator evaluates a series of numeric terms that usually represent\n * a data structure such as a multi-dimensional vector or a spherical\n *\n * The form of the evaluator's result is determined by the Intrinsics that are\n * given to it when it is constructed. For example, spherical intrinsics would\n * establish two angle terms and a length term, so the result of evaluating the\n * evaluator that is configured with spherical intrinsics is a three element\n * array where the first two elements represent angles in radians and the third\n * element representing a length in meters.\n */\nclass StyleEvaluator extends Evaluator {\n constructor(expressions, intrinsics) {\n super();\n this[$intrinsics] = intrinsics;\n const firstExpression = expressions[0];\n const terms = firstExpression != null ? firstExpression.terms : [];\n this[$evaluatables] =\n intrinsics.basis.map((basisNode, index) => {\n const term = terms[index];\n if (term == null) {\n return { type: 'ident', value: 'auto' };\n }\n if (term.type === 'ident') {\n return term;\n }\n return Evaluator.evaluatableFor(term, basisNode);\n });\n }\n get isConstant() {\n for (const evaluatable of this[$evaluatables]) {\n if (!Evaluator.isConstant(evaluatable)) {\n return false;\n }\n }\n return true;\n }\n [$evaluate]() {\n const evaluated = this[$evaluatables].map(evaluatable => Evaluator.evaluate(evaluatable));\n return Evaluator.applyIntrinsics(evaluated, this[$intrinsics])\n .map(numberNode => numberNode.number);\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$5, _b$4, _c$3, _d$2;\nconst $instances = Symbol('instances');\nconst $activateListener = Symbol('activateListener');\nconst $deactivateListener = Symbol('deactivateListener');\nconst $notifyInstances = Symbol('notifyInstances');\nconst $notify = Symbol('notify');\nconst $scrollCallback = Symbol('callback');\n/**\n * This internal helper is intended to work as a reference-counting manager of\n * scroll event listeners. Only one scroll listener is ever registered for all\n * instances of the class, and when the last ScrollObserver \"disconnects\", that\n * event listener is removed. This spares us from thrashing\n * the {add,remove}EventListener API (the binding cost of these methods has been\n * known to show up in performance analyses) as well as potential memory leaks.\n */\nclass ScrollObserver {\n constructor(callback) {\n this[$scrollCallback] = callback;\n }\n static [$notifyInstances]() {\n for (const instance of ScrollObserver[$instances]) {\n instance[$notify]();\n }\n }\n static [(_a$5 = $instances, $activateListener)]() {\n window.addEventListener('scroll', this[$notifyInstances], { passive: true });\n }\n static [$deactivateListener]() {\n window.removeEventListener('scroll', this[$notifyInstances]);\n }\n /**\n * Listen for scroll events. The configured callback (passed to the\n * constructor) will be invoked for subsequent global scroll events.\n */\n observe() {\n if (ScrollObserver[$instances].size === 0) {\n ScrollObserver[$activateListener]();\n }\n ScrollObserver[$instances].add(this);\n }\n /**\n * Stop listening for scroll events.\n */\n disconnect() {\n ScrollObserver[$instances].delete(this);\n if (ScrollObserver[$instances].size === 0) {\n ScrollObserver[$deactivateListener]();\n }\n }\n [$notify]() {\n this[$scrollCallback]();\n }\n ;\n}\nScrollObserver[_a$5] = new Set();\nconst $computeStyleCallback = Symbol('computeStyleCallback');\nconst $astWalker = Symbol('astWalker');\nconst $dependencies = Symbol('dependencies');\nconst $onScroll = Symbol('onScroll');\n/**\n * The StyleEffector is configured with a callback that will be invoked at the\n * optimal time that some array of CSS expression ASTs ought to be evaluated.\n *\n * For example, our CSS-like expression syntax supports usage of the env()\n * function to incorporate the current top-level scroll position into a CSS\n * expression: env(window-scroll-y).\n *\n * This \"environment variable\" will change dynamically as the user scrolls the\n * page. If an AST contains such a usage of env(), we would have to evaluate the\n * AST on every frame in order to be sure that the computed style stays up to\n * date.\n *\n * The StyleEffector spares us from evaluating the expressions on every frame by\n * correlating specific parts of an AST with observers of the external effects\n * that they refer to (if any). So, if the AST contains env(window-scroll-y),\n * the StyleEffector manages the lifetime of a global scroll event listener and\n * notifies the user at the optimal time to evaluate the computed style.\n */\nclass StyleEffector {\n constructor(callback) {\n this[_b$4] = {};\n this[_c$3] = new ASTWalker(['function']);\n this[_d$2] = () => {\n this[$computeStyleCallback]({ relatedState: 'window-scroll' });\n };\n this[$computeStyleCallback] = callback;\n }\n /**\n * Sets the expressions that govern when the StyleEffector callback will be\n * invoked.\n */\n observeEffectsFor(ast) {\n const newDependencies = {};\n const oldDependencies = this[$dependencies];\n this[$astWalker].walk(ast, functionNode => {\n const { name } = functionNode;\n const firstArgument = functionNode.arguments[0];\n const firstTerm = firstArgument.terms[0];\n if (name.value !== 'env' || firstTerm == null ||\n firstTerm.type !== 'ident') {\n return;\n }\n switch (firstTerm.value) {\n case 'window-scroll-y':\n if (newDependencies['window-scroll'] == null) {\n const observer = 'window-scroll' in oldDependencies ?\n oldDependencies['window-scroll'] :\n new ScrollObserver(this[$onScroll]);\n observer.observe();\n delete oldDependencies['window-scroll'];\n newDependencies['window-scroll'] = observer;\n }\n break;\n }\n });\n for (const environmentState in oldDependencies) {\n const observer = oldDependencies[environmentState];\n observer.disconnect();\n }\n this[$dependencies] = newDependencies;\n }\n /**\n * Disposes of the StyleEffector by disconnecting all observers of external\n * effects.\n */\n dispose() {\n for (const environmentState in this[$dependencies]) {\n const observer = this[$dependencies][environmentState];\n observer.disconnect();\n }\n }\n}\n_b$4 = $dependencies, _c$3 = $astWalker, _d$2 = $onScroll;\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * The @style decorator is responsible for coordinating the conversion of a\n * CSS-like string property value into numbers that can be applied to\n * lower-level constructs. It also can optionally manage the lifecycle of a\n * StyleEffector which allows automatic updates for styles that use env() or\n * var() functions.\n *\n * The decorator is configured with Intrinsics and the property key for a\n * method that handles updates. The named update handler is invoked with the\n * result of parsing and evaluating the raw property string value. The format of\n * the evaluated result is derived from the basis of the configured Intrinsics,\n * and is always an array of numbers of fixed length.\n *\n * NOTE: This decorator depends on the property updating mechanism defined by\n * UpdatingElement as exported by the lit-element module. That means it *must*\n * be used in conjunction with the @property decorator, or equivalent\n * JavaScript.\n *\n * Supported configurations are:\n *\n * - `intrinsics`: An Intrinsics struct that describes how to interpret a\n * serialized style attribute. For more detail on intrinsics see\n * ./styles/evaluators.ts\n * - `updateHandler`: A string or Symbol that is the key of a method to be\n * invoked with the result of parsing and evaluating a serialized style string.\n * - `observeEffects`: Optional, if set to true then styles that use env() will\n * cause their update handlers to be invoked every time the corresponding\n * environment variable changes (even if the style attribute itself remains\n * static).\n */\nconst style = (config) => {\n const observeEffects = config.observeEffects || false;\n const getIntrinsics = config.intrinsics instanceof Function ?\n config.intrinsics :\n (() => config.intrinsics);\n return (proto, propertyName) => {\n const originalUpdated = proto.updated;\n const originalConnectedCallback = proto.connectedCallback;\n const originalDisconnectedCallback = proto.disconnectedCallback;\n const $styleEffector = Symbol(`${propertyName}StyleEffector`);\n const $styleEvaluator = Symbol(`${propertyName}StyleEvaluator`);\n const $updateEvaluator = Symbol(`${propertyName}UpdateEvaluator`);\n const $evaluateAndSync = Symbol(`${propertyName}EvaluateAndSync`);\n Object.defineProperties(proto, {\n [$styleEffector]: { value: null, writable: true },\n [$styleEvaluator]: { value: null, writable: true },\n [$updateEvaluator]: {\n value: function () {\n const ast = parseExpressions(this[propertyName]);\n this[$styleEvaluator] =\n new StyleEvaluator(ast, getIntrinsics(this));\n if (this[$styleEffector] == null && observeEffects) {\n this[$styleEffector] =\n new StyleEffector(() => this[$evaluateAndSync]());\n }\n if (this[$styleEffector] != null) {\n this[$styleEffector].observeEffectsFor(ast);\n }\n }\n },\n [$evaluateAndSync]: {\n value: function () {\n if (this[$styleEvaluator] == null) {\n return;\n }\n const result = this[$styleEvaluator].evaluate();\n // @see https://github.com/microsoft/TypeScript/pull/30769\n // @see https://github.com/Microsoft/TypeScript/issues/1863\n this[config.updateHandler](result);\n }\n },\n updated: {\n value: function (changedProperties) {\n // Always invoke updates to styles first. This gives a class that\n // uses this decorator the opportunity to override the effect, or\n // respond to it, in its own implementation of `updated`.\n if (changedProperties.has(propertyName)) {\n this[$updateEvaluator]();\n this[$evaluateAndSync]();\n }\n originalUpdated.call(this, changedProperties);\n }\n },\n connectedCallback: {\n value: function () {\n originalConnectedCallback.call(this);\n this.requestUpdate(propertyName, this[propertyName]);\n }\n },\n disconnectedCallback: {\n value: function () {\n originalDisconnectedCallback.call(this);\n if (this[$styleEffector] != null) {\n this[$styleEffector].dispose();\n this[$styleEffector] = null;\n }\n }\n }\n });\n };\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// Adapted from https://gist.github.com/gre/1650294\nconst easeInOutQuad = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\n/**\n * Creates a TimingFunction that uses a given ease to interpolate between\n * two configured number values.\n */\nconst interpolate = (start, end, ease = easeInOutQuad) => (time) => start + (end - start) * ease(time);\n/**\n * Creates a TimingFunction that interpolates through a weighted list\n * of other TimingFunctions (\"tracks\"). Tracks are interpolated in order, and\n * allocated a percentage of the total time based on their relative weight.\n */\nconst sequence = (tracks, weights) => {\n const cumulativeSum = ((sum) => (value) => sum += value);\n const times = weights.map(cumulativeSum(0));\n return (time) => {\n time = clamp(time, 0, 1);\n time *= times[times.length - 1];\n const i = times.findIndex((val) => val >= time);\n const start = i < 1 ? 0 : times[i - 1];\n const end = times[i];\n return tracks[i]((time - start) / (end - start));\n };\n};\n/**\n * Creates a \"timeline\" TimingFunction out of an initial value and a series of\n * Keyframes. The timeline function accepts value from 0-1 and returns the\n * current value based on keyframe interpolation across the total number of\n * frames. Frames are only used to indicate the relative length of each keyframe\n * transition, so interpolated values will be computed for fractional frames.\n */\nconst timeline = (path) => {\n const tracks = [];\n const weights = [];\n let lastValue = path.initialValue;\n for (let i = 0; i < path.keyframes.length; ++i) {\n const keyframe = path.keyframes[i];\n const { value, frames } = keyframe;\n const ease = keyframe.ease || easeInOutQuad;\n const track = interpolate(lastValue, value, ease);\n tracks.push(track);\n weights.push(frames);\n lastValue = value;\n }\n return sequence(tracks, weights);\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$6 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\n// NOTE(cdata): The following \"animation\" timing functions are deliberately\n// being used in favor of CSS animations. In Safari 12.1 and 13, CSS animations\n// would cause the interaction prompt to glitch unexpectedly\n// @see https://github.com/google/model-viewer/issues/839\nconst PROMPT_ANIMATION_TIME = 5000;\n// For timing purposes, a \"frame\" is a timing agnostic relative unit of time\n// and a \"value\" is a target value for the Frame.\nconst wiggle = timeline({\n initialValue: 0,\n keyframes: [\n { frames: 5, value: -1 },\n { frames: 1, value: -1 },\n { frames: 8, value: 1 },\n { frames: 1, value: 1 },\n { frames: 5, value: 0 },\n { frames: 18, value: 0 }\n ]\n});\nconst fade = timeline({\n initialValue: 0,\n keyframes: [\n { frames: 1, value: 1 },\n { frames: 5, value: 1 },\n { frames: 1, value: 0 },\n { frames: 6, value: 0 }\n ]\n});\nconst DEFAULT_FOV_DEG = 30;\nconst DEFAULT_MIN_FOV_DEG = 12;\nconst DEFAULT_CAMERA_ORBIT = '0deg 75deg 105%';\nconst DEFAULT_CAMERA_TARGET = 'auto auto auto';\nconst DEFAULT_FIELD_OF_VIEW = 'auto';\nconst MINIMUM_RADIUS_RATIO = 2.2;\nconst AZIMUTHAL_QUADRANT_LABELS = ['front', 'right', 'back', 'left'];\nconst POLAR_TRIENT_LABELS = ['upper-', '', 'lower-'];\nconst DEFAULT_INTERACTION_PROMPT_THRESHOLD = 3000;\nconst INTERACTION_PROMPT = '. Use mouse, touch or arrow keys to move.';\nconst InteractionPromptStrategy = {\n AUTO: 'auto',\n NONE: 'none'\n};\nconst InteractionPromptStyle = {\n BASIC: 'basic',\n WIGGLE: 'wiggle'\n};\nconst TouchAction = {\n PAN_Y: 'pan-y',\n PAN_X: 'pan-x',\n NONE: 'none'\n};\nconst fieldOfViewIntrinsics = () => {\n return {\n basis: [degreesToRadians(numberNode(DEFAULT_FOV_DEG, 'deg'))],\n keywords: { auto: [null] }\n };\n};\nconst minFieldOfViewIntrinsics = () => {\n return {\n basis: [degreesToRadians(numberNode(DEFAULT_MIN_FOV_DEG, 'deg'))],\n keywords: { auto: [null] }\n };\n};\nconst cameraOrbitIntrinsics = (() => {\n const defaultTerms = parseExpressions(DEFAULT_CAMERA_ORBIT)[0]\n .terms;\n const theta = normalizeUnit(defaultTerms[0]);\n const phi = normalizeUnit(defaultTerms[1]);\n return (element) => {\n const radius = element[$scene].idealCameraDistance();\n return {\n basis: [theta, phi, numberNode(radius, 'm')],\n keywords: { auto: [null, null, numberNode(105, '%')] }\n };\n };\n})();\nconst minCameraOrbitIntrinsics = (element) => {\n const radius = MINIMUM_RADIUS_RATIO * element[$scene].boundingSphere.radius;\n return {\n basis: [\n numberNode(-Infinity, 'rad'),\n numberNode(Math.PI / 8, 'rad'),\n numberNode(radius, 'm')\n ],\n keywords: { auto: [null, null, null] }\n };\n};\nconst maxCameraOrbitIntrinsics = (element) => {\n const orbitIntrinsics = cameraOrbitIntrinsics(element);\n const evaluator = new StyleEvaluator([], orbitIntrinsics);\n const defaultRadius = evaluator.evaluate()[2];\n return {\n basis: [\n numberNode(Infinity, 'rad'),\n numberNode(Math.PI - Math.PI / 8, 'rad'),\n numberNode(defaultRadius, 'm')\n ],\n keywords: { auto: [null, null, null] }\n };\n};\nconst cameraTargetIntrinsics = (element) => {\n const center = element[$scene].boundingBox.getCenter(new Vector3());\n return {\n basis: [\n numberNode(center.x, 'm'),\n numberNode(center.y, 'm'),\n numberNode(center.z, 'm')\n ],\n keywords: { auto: [null, null, null] }\n };\n};\nconst HALF_PI = Math.PI / 2.0;\nconst THIRD_PI = Math.PI / 3.0;\nconst QUARTER_PI = HALF_PI / 2.0;\nconst TAU = 2.0 * Math.PI;\nconst $controls = Symbol('controls');\nconst $panElement = Symbol('panElement');\nconst $promptElement = Symbol('promptElement');\nconst $promptAnimatedContainer = Symbol('promptAnimatedContainer');\nconst $fingerAnimatedContainers = Symbol('fingerAnimatedContainers');\nconst $deferInteractionPrompt = Symbol('deferInteractionPrompt');\nconst $updateAria = Symbol('updateAria');\nconst $updateCameraForRadius = Symbol('updateCameraForRadius');\nconst $cancelPrompts = Symbol('cancelPrompts');\nconst $onChange = Symbol('onChange');\nconst $onPointerChange = Symbol('onPointerChange');\nconst $waitingToPromptUser = Symbol('waitingToPromptUser');\nconst $userHasInteracted = Symbol('userHasInteracted');\nconst $promptElementVisibleTime = Symbol('promptElementVisibleTime');\nconst $lastPromptOffset = Symbol('lastPromptOffset');\nconst $cancellationSource = Symbol('cancellationSource');\nconst $lastSpherical = Symbol('lastSpherical');\nconst $jumpCamera = Symbol('jumpCamera');\nconst $initialized = Symbol('initialized');\nconst $maintainThetaPhi = Symbol('maintainThetaPhi');\nconst $syncCameraOrbit = Symbol('syncCameraOrbit');\nconst $syncFieldOfView = Symbol('syncFieldOfView');\nconst $syncCameraTarget = Symbol('syncCameraTarget');\nconst $syncMinCameraOrbit = Symbol('syncMinCameraOrbit');\nconst $syncMaxCameraOrbit = Symbol('syncMaxCameraOrbit');\nconst $syncMinFieldOfView = Symbol('syncMinFieldOfView');\nconst $syncMaxFieldOfView = Symbol('syncMaxFieldOfView');\nconst ControlsMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s;\n class ControlsModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.cameraControls = false;\n this.cameraOrbit = DEFAULT_CAMERA_ORBIT;\n this.cameraTarget = DEFAULT_CAMERA_TARGET;\n this.fieldOfView = DEFAULT_FIELD_OF_VIEW;\n this.minCameraOrbit = 'auto';\n this.maxCameraOrbit = 'auto';\n this.minFieldOfView = 'auto';\n this.maxFieldOfView = 'auto';\n this.interactionPromptThreshold = DEFAULT_INTERACTION_PROMPT_THRESHOLD;\n this.interactionPrompt = InteractionPromptStrategy.AUTO;\n this.interactionPromptStyle = InteractionPromptStyle.WIGGLE;\n this.orbitSensitivity = 1;\n this.touchAction = TouchAction.NONE;\n this.disableZoom = false;\n this.disablePan = false;\n this.disableTap = false;\n this.interpolationDecay = DECAY_MILLISECONDS;\n this[_a] = this.shadowRoot.querySelector('.interaction-prompt');\n this[_b] = this.shadowRoot.querySelector('#prompt');\n this[_c] = [\n this.shadowRoot.querySelector('#finger0'),\n this.shadowRoot.querySelector('#finger1')\n ];\n this[_d] = this.shadowRoot.querySelector('.pan-target');\n this[_e] = 0;\n this[_f] = Infinity;\n this[_g] = false;\n this[_h] = false;\n this[_j] = ChangeSource.AUTOMATIC;\n this[_k] = new SmoothControls(this[$scene].camera, this[$userInputElement], this[$scene]);\n this[_l] = new Spherical();\n this[_m] = false;\n this[_o] = false;\n this[_p] = false;\n this[_q] = () => {\n const source = this[$controls].changeSource;\n this[$cancellationSource] = source;\n if (source === ChangeSource.USER_INTERACTION) {\n this[$userHasInteracted] = true;\n this[$deferInteractionPrompt]();\n }\n };\n this[_r] = () => {\n this[$updateAria]();\n this[$needsRender]();\n const source = this[$controls].changeSource;\n this.dispatchEvent(new CustomEvent('camera-change', { detail: { source } }));\n };\n this[_s] = (event) => {\n if (event.type === 'pointer-change-start') {\n this[$container].classList.add('pointer-tumbling');\n }\n else {\n this[$container].classList.remove('pointer-tumbling');\n }\n };\n }\n get inputSensitivity() {\n return this[$controls].inputSensitivity;\n }\n set inputSensitivity(value) {\n this[$controls].inputSensitivity = value;\n }\n getCameraOrbit() {\n const { theta, phi, radius } = this[$lastSpherical];\n return {\n theta,\n phi,\n radius,\n toString() {\n return `${this.theta}rad ${this.phi}rad ${this.radius}m`;\n }\n };\n }\n getCameraTarget() {\n return toVector3D(this[$renderer].isPresenting ? this[$renderer].arRenderer.target :\n this[$scene].getTarget());\n }\n getFieldOfView() {\n return this[$controls].getFieldOfView();\n }\n // Provided so user code does not have to parse these from attributes.\n getMinimumFieldOfView() {\n return this[$controls].options.minimumFieldOfView;\n }\n getMaximumFieldOfView() {\n return this[$controls].options.maximumFieldOfView;\n }\n getIdealAspect() {\n return this[$scene].idealAspect;\n }\n jumpCameraToGoal() {\n this[$jumpCamera] = true;\n this.requestUpdate($jumpCamera, false);\n }\n resetInteractionPrompt() {\n this[$lastPromptOffset] = 0;\n this[$promptElementVisibleTime] = Infinity;\n this[$userHasInteracted] = false;\n this[$waitingToPromptUser] =\n this.interactionPrompt === InteractionPromptStrategy.AUTO &&\n this.cameraControls;\n }\n zoom(keyPresses) {\n const event = new WheelEvent('wheel', { deltaY: -30 * keyPresses });\n this[$userInputElement].dispatchEvent(event);\n }\n connectedCallback() {\n super.connectedCallback();\n this[$controls].addEventListener('user-interaction', this[$cancelPrompts]);\n this[$controls].addEventListener('pointer-change-start', this[$onPointerChange]);\n this[$controls].addEventListener('pointer-change-end', this[$onPointerChange]);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$controls].removeEventListener('user-interaction', this[$cancelPrompts]);\n this[$controls].removeEventListener('pointer-change-start', this[$onPointerChange]);\n this[$controls].removeEventListener('pointer-change-end', this[$onPointerChange]);\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n const controls = this[$controls];\n const scene = this[$scene];\n if (changedProperties.has('cameraControls')) {\n if (this.cameraControls) {\n controls.enableInteraction();\n if (this.interactionPrompt === InteractionPromptStrategy.AUTO) {\n this[$waitingToPromptUser] = true;\n }\n }\n else {\n controls.disableInteraction();\n this[$deferInteractionPrompt]();\n }\n this[$userInputElement].setAttribute('aria-label', this[$ariaLabel]);\n }\n if (changedProperties.has('disableZoom')) {\n controls.disableZoom = this.disableZoom;\n }\n if (changedProperties.has('disablePan')) {\n controls.enablePan = !this.disablePan;\n }\n if (changedProperties.has('disableTap')) {\n controls.enableTap = !this.disableTap;\n }\n if (changedProperties.has('interactionPrompt') ||\n changedProperties.has('cameraControls') ||\n changedProperties.has('src')) {\n if (this.interactionPrompt === InteractionPromptStrategy.AUTO &&\n this.cameraControls && !this[$userHasInteracted]) {\n this[$waitingToPromptUser] = true;\n }\n else {\n this[$deferInteractionPrompt]();\n }\n }\n if (changedProperties.has('interactionPromptStyle')) {\n this[$promptAnimatedContainer].style.opacity =\n this.interactionPromptStyle == InteractionPromptStyle.BASIC ? '1' :\n '0';\n }\n if (changedProperties.has('touchAction')) {\n const touchAction = this.touchAction;\n controls.applyOptions({ touchAction });\n controls.updateTouchActionStyle();\n }\n if (changedProperties.has('orbitSensitivity')) {\n controls.orbitSensitivity = this.orbitSensitivity;\n }\n if (changedProperties.has('interpolationDecay')) {\n controls.setDamperDecayTime(this.interpolationDecay);\n scene.setTargetDamperDecayTime(this.interpolationDecay);\n }\n if (this[$jumpCamera] === true) {\n Promise.resolve().then(() => {\n controls.jumpToGoal();\n scene.jumpToGoal();\n this[$onChange]();\n this[$jumpCamera] = false;\n });\n }\n }\n async updateFraming() {\n const scene = this[$scene];\n const oldFramedFoV = scene.adjustedFoV(scene.framedFoVDeg);\n await scene.updateFraming();\n const newFramedFoV = scene.adjustedFoV(scene.framedFoVDeg);\n const zoom = this[$controls].getFieldOfView() / oldFramedFoV;\n this[$controls].setFieldOfView(newFramedFoV * zoom);\n this[$maintainThetaPhi] = true;\n this.requestUpdate('maxFieldOfView');\n this.requestUpdate('fieldOfView');\n this.requestUpdate('minCameraOrbit');\n this.requestUpdate('maxCameraOrbit');\n this.requestUpdate('cameraOrbit');\n await this.updateComplete;\n }\n interact(duration, finger0, finger1) {\n const inputElement = this[$userInputElement];\n const fingerElements = this[$fingerAnimatedContainers];\n if (fingerElements[0].style.opacity === '1') {\n console.warn('interact() failed because an existing interaction is running.');\n return;\n }\n const xy = new Array();\n xy.push({ x: timeline(finger0.x), y: timeline(finger0.y) });\n const positions = [{ x: xy[0].x(0), y: xy[0].y(0) }];\n if (finger1 != null) {\n xy.push({ x: timeline(finger1.x), y: timeline(finger1.y) });\n positions.push({ x: xy[1].x(0), y: xy[1].y(0) });\n }\n let startTime = performance.now();\n const { width, height } = this[$scene];\n const dispatchTouches = (type) => {\n for (const [i, position] of positions.entries()) {\n const { style } = fingerElements[i];\n style.transform = `translateX(${width * position.x}px) translateY(${height * position.y}px)`;\n if (type === 'pointerdown') {\n style.opacity = '1';\n }\n else if (type === 'pointerup') {\n style.opacity = '0';\n }\n const init = {\n pointerId: i - 5678,\n pointerType: 'touch',\n target: inputElement,\n clientX: width * position.x,\n clientY: height * position.y,\n altKey: true // flag that this is not a user interaction\n };\n inputElement.dispatchEvent(new PointerEvent(type, init));\n }\n };\n const moveTouches = () => {\n // Cancel interaction if something else moves the camera or input is\n // removed from the DOM.\n const changeSource = this[$cancellationSource];\n if (changeSource !== ChangeSource.AUTOMATIC ||\n !inputElement.isConnected) {\n for (const fingerElement of this[$fingerAnimatedContainers]) {\n fingerElement.style.opacity = '0';\n }\n dispatchTouches('pointercancel');\n this.dispatchEvent(new CustomEvent('interact-stopped', { detail: { source: changeSource } }));\n document.removeEventListener('visibilitychange', onVisibilityChange);\n return;\n }\n const time = Math.min(1, (performance.now() - startTime) / duration);\n for (const [i, position] of positions.entries()) {\n position.x = xy[i].x(time);\n position.y = xy[i].y(time);\n }\n dispatchTouches('pointermove');\n if (time < 1) {\n requestAnimationFrame(moveTouches);\n }\n else {\n dispatchTouches('pointerup');\n this.dispatchEvent(new CustomEvent('interact-stopped', { detail: { source: ChangeSource.AUTOMATIC } }));\n document.removeEventListener('visibilitychange', onVisibilityChange);\n }\n };\n const onVisibilityChange = () => {\n let elapsed = 0;\n if (document.visibilityState === 'hidden') {\n elapsed = performance.now() - startTime;\n }\n else {\n startTime = performance.now() - elapsed;\n }\n };\n document.addEventListener('visibilitychange', onVisibilityChange);\n dispatchTouches('pointerdown');\n this[$cancellationSource] = ChangeSource.AUTOMATIC;\n requestAnimationFrame(moveTouches);\n }\n [(_a = $promptElement, _b = $promptAnimatedContainer, _c = $fingerAnimatedContainers, _d = $panElement, _e = $lastPromptOffset, _f = $promptElementVisibleTime, _g = $userHasInteracted, _h = $waitingToPromptUser, _j = $cancellationSource, _k = $controls, _l = $lastSpherical, _m = $jumpCamera, _o = $initialized, _p = $maintainThetaPhi, $syncFieldOfView)](style) {\n const controls = this[$controls];\n const scene = this[$scene];\n scene.framedFoVDeg = style[0] * 180 / Math.PI;\n controls.changeSource = ChangeSource.NONE;\n controls.setFieldOfView(scene.adjustedFoV(scene.framedFoVDeg));\n this[$cancelPrompts]();\n }\n [$syncCameraOrbit](style) {\n const controls = this[$controls];\n if (this[$maintainThetaPhi]) {\n const { theta, phi } = this.getCameraOrbit();\n style[0] = theta;\n style[1] = phi;\n this[$maintainThetaPhi] = false;\n }\n controls.changeSource = ChangeSource.NONE;\n controls.setOrbit(style[0], style[1], style[2]);\n this[$cancelPrompts]();\n }\n [$syncMinCameraOrbit](style) {\n this[$controls].applyOptions({\n minimumAzimuthalAngle: style[0],\n minimumPolarAngle: style[1],\n minimumRadius: style[2]\n });\n this.jumpCameraToGoal();\n }\n [$syncMaxCameraOrbit](style) {\n this[$controls].applyOptions({\n maximumAzimuthalAngle: style[0],\n maximumPolarAngle: style[1],\n maximumRadius: style[2]\n });\n this[$updateCameraForRadius](style[2]);\n this.jumpCameraToGoal();\n }\n [$syncMinFieldOfView](style) {\n this[$controls].applyOptions({ minimumFieldOfView: style[0] * 180 / Math.PI });\n this.jumpCameraToGoal();\n }\n [$syncMaxFieldOfView](style) {\n const fov = this[$scene].adjustedFoV(style[0] * 180 / Math.PI);\n this[$controls].applyOptions({ maximumFieldOfView: fov });\n this.jumpCameraToGoal();\n }\n [$syncCameraTarget](style) {\n const [x, y, z] = style;\n if (!this[$renderer].arRenderer.isPresenting) {\n this[$scene].setTarget(x, y, z);\n }\n this[$controls].changeSource = ChangeSource.NONE;\n this[$renderer].arRenderer.updateTarget();\n this[$cancelPrompts]();\n }\n [$tick](time, delta) {\n super[$tick](time, delta);\n if (this[$renderer].isPresenting || !this[$getModelIsVisible]()) {\n return;\n }\n const controls = this[$controls];\n const scene = this[$scene];\n const now = performance.now();\n if (this[$waitingToPromptUser]) {\n if (this.loaded &&\n now > this[$loadedTime] + this.interactionPromptThreshold) {\n this[$waitingToPromptUser] = false;\n this[$promptElementVisibleTime] = now;\n this[$promptElement].classList.add('visible');\n }\n }\n if (isFinite(this[$promptElementVisibleTime]) &&\n this.interactionPromptStyle === InteractionPromptStyle.WIGGLE) {\n const animationTime = ((now - this[$promptElementVisibleTime]) / PROMPT_ANIMATION_TIME) %\n 1;\n const offset = wiggle(animationTime);\n const opacity = fade(animationTime);\n this[$promptAnimatedContainer].style.opacity = `${opacity}`;\n if (offset !== this[$lastPromptOffset]) {\n const xOffset = offset * scene.width * 0.05;\n const deltaTheta = (offset - this[$lastPromptOffset]) * Math.PI / 16;\n this[$promptAnimatedContainer].style.transform =\n `translateX(${xOffset}px)`;\n controls.changeSource = ChangeSource.AUTOMATIC;\n controls.adjustOrbit(deltaTheta, 0, 0);\n this[$lastPromptOffset] = offset;\n }\n }\n const cameraMoved = controls.update(time, delta);\n const targetMoved = scene.updateTarget(delta);\n if (cameraMoved || targetMoved) {\n this[$onChange]();\n }\n }\n [$deferInteractionPrompt]() {\n // Effectively cancel the timer waiting for user interaction:\n this[$waitingToPromptUser] = false;\n this[$promptElement].classList.remove('visible');\n this[$promptElementVisibleTime] = Infinity;\n }\n /**\n * Updates the camera's near and far planes to enclose the scene when\n * orbiting at the supplied radius.\n */\n [$updateCameraForRadius](radius) {\n const maximumRadius = Math.max(this[$scene].boundingSphere.radius, radius);\n const near = 0;\n const far = 2 * maximumRadius;\n this[$controls].updateNearFar(near, far);\n }\n [$updateAria]() {\n const { theta, phi } = this[$controls].getCameraSpherical(this[$lastSpherical]);\n const azimuthalQuadrant = (4 + Math.floor(((theta % TAU) + QUARTER_PI) / HALF_PI)) % 4;\n const polarTrient = Math.floor(phi / THIRD_PI);\n const azimuthalQuadrantLabel = AZIMUTHAL_QUADRANT_LABELS[azimuthalQuadrant];\n const polarTrientLabel = POLAR_TRIENT_LABELS[polarTrient];\n this[$updateStatus](`View from stage ${polarTrientLabel}${azimuthalQuadrantLabel}`);\n }\n get [$ariaLabel]() {\n return super[$ariaLabel] +\n (this.cameraControls ? INTERACTION_PROMPT : '');\n }\n async [$onResize](event) {\n const controls = this[$controls];\n const scene = this[$scene];\n const oldFramedFoV = scene.adjustedFoV(scene.framedFoVDeg);\n // The super of $onResize may update the scene's adjustedFoV, so we\n // compare the before and after to calculate the proper zoom.\n super[$onResize](event);\n const fovRatio = scene.adjustedFoV(scene.framedFoVDeg) / oldFramedFoV;\n const fov = controls.getFieldOfView() * (isFinite(fovRatio) ? fovRatio : 1);\n controls.updateAspect(this[$scene].aspect);\n this.requestUpdate('maxFieldOfView', this.maxFieldOfView);\n await this.updateComplete;\n this[$controls].setFieldOfView(fov);\n this.jumpCameraToGoal();\n }\n [$onModelLoad]() {\n super[$onModelLoad]();\n if (this[$initialized]) {\n this[$maintainThetaPhi] = true;\n }\n else {\n this[$initialized] = true;\n }\n this.requestUpdate('maxFieldOfView', this.maxFieldOfView);\n this.requestUpdate('fieldOfView', this.fieldOfView);\n this.requestUpdate('minCameraOrbit', this.minCameraOrbit);\n this.requestUpdate('maxCameraOrbit', this.maxCameraOrbit);\n this.requestUpdate('cameraOrbit', this.cameraOrbit);\n this.requestUpdate('cameraTarget', this.cameraTarget);\n this.jumpCameraToGoal();\n }\n }\n _q = $cancelPrompts, _r = $onChange, _s = $onPointerChange;\n __decorate$6([\n e$3({ type: Boolean, attribute: 'camera-controls' })\n ], ControlsModelViewerElement.prototype, \"cameraControls\", void 0);\n __decorate$6([\n style({\n intrinsics: cameraOrbitIntrinsics,\n observeEffects: true,\n updateHandler: $syncCameraOrbit\n }),\n e$3({ type: String, attribute: 'camera-orbit', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"cameraOrbit\", void 0);\n __decorate$6([\n style({\n intrinsics: cameraTargetIntrinsics,\n observeEffects: true,\n updateHandler: $syncCameraTarget\n }),\n e$3({ type: String, attribute: 'camera-target', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"cameraTarget\", void 0);\n __decorate$6([\n style({\n intrinsics: fieldOfViewIntrinsics,\n observeEffects: true,\n updateHandler: $syncFieldOfView\n }),\n e$3({ type: String, attribute: 'field-of-view', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"fieldOfView\", void 0);\n __decorate$6([\n style({\n intrinsics: minCameraOrbitIntrinsics,\n updateHandler: $syncMinCameraOrbit\n }),\n e$3({ type: String, attribute: 'min-camera-orbit', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"minCameraOrbit\", void 0);\n __decorate$6([\n style({\n intrinsics: maxCameraOrbitIntrinsics,\n updateHandler: $syncMaxCameraOrbit\n }),\n e$3({ type: String, attribute: 'max-camera-orbit', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"maxCameraOrbit\", void 0);\n __decorate$6([\n style({\n intrinsics: minFieldOfViewIntrinsics,\n updateHandler: $syncMinFieldOfView\n }),\n e$3({ type: String, attribute: 'min-field-of-view', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"minFieldOfView\", void 0);\n __decorate$6([\n style({ intrinsics: fieldOfViewIntrinsics, updateHandler: $syncMaxFieldOfView }),\n e$3({ type: String, attribute: 'max-field-of-view', hasChanged: () => true })\n ], ControlsModelViewerElement.prototype, \"maxFieldOfView\", void 0);\n __decorate$6([\n e$3({ type: Number, attribute: 'interaction-prompt-threshold' })\n ], ControlsModelViewerElement.prototype, \"interactionPromptThreshold\", void 0);\n __decorate$6([\n e$3({ type: String, attribute: 'interaction-prompt' })\n ], ControlsModelViewerElement.prototype, \"interactionPrompt\", void 0);\n __decorate$6([\n e$3({ type: String, attribute: 'interaction-prompt-style' })\n ], ControlsModelViewerElement.prototype, \"interactionPromptStyle\", void 0);\n __decorate$6([\n e$3({ type: Number, attribute: 'orbit-sensitivity' })\n ], ControlsModelViewerElement.prototype, \"orbitSensitivity\", void 0);\n __decorate$6([\n e$3({ type: String, attribute: 'touch-action' })\n ], ControlsModelViewerElement.prototype, \"touchAction\", void 0);\n __decorate$6([\n e$3({ type: Boolean, attribute: 'disable-zoom' })\n ], ControlsModelViewerElement.prototype, \"disableZoom\", void 0);\n __decorate$6([\n e$3({ type: Boolean, attribute: 'disable-pan' })\n ], ControlsModelViewerElement.prototype, \"disablePan\", void 0);\n __decorate$6([\n e$3({ type: Boolean, attribute: 'disable-tap' })\n ], ControlsModelViewerElement.prototype, \"disableTap\", void 0);\n __decorate$6([\n e$3({ type: Number, attribute: 'interpolation-decay' })\n ], ControlsModelViewerElement.prototype, \"interpolationDecay\", void 0);\n return ControlsModelViewerElement;\n};\n\n/* @license\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst PAN_SENSITIVITY = 0.018;\nconst TAP_DISTANCE = 2;\nconst TAP_MS = 300;\nconst vector2 = new Vector2();\nconst vector3$2 = new Vector3();\nconst DEFAULT_OPTIONS = Object.freeze({\n minimumRadius: 0,\n maximumRadius: Infinity,\n minimumPolarAngle: Math.PI / 8,\n maximumPolarAngle: Math.PI - Math.PI / 8,\n minimumAzimuthalAngle: -Infinity,\n maximumAzimuthalAngle: Infinity,\n minimumFieldOfView: 10,\n maximumFieldOfView: 45,\n touchAction: 'none'\n});\n// Constants\nconst KEYBOARD_ORBIT_INCREMENT = Math.PI / 8;\nconst ZOOM_SENSITIVITY = 0.04;\n// The move size on pan key event\nconst PAN_KEY_INCREMENT = 10;\nconst ChangeSource = {\n USER_INTERACTION: 'user-interaction',\n NONE: 'none',\n AUTOMATIC: 'automatic'\n};\n/**\n * SmoothControls is a Three.js helper for adding delightful pointer and\n * keyboard-based input to a staged Three.js scene. Its API is very similar to\n * OrbitControls, but it offers more opinionated (subjectively more delightful)\n * defaults, easy extensibility and subjectively better out-of-the-box keyboard\n * support.\n *\n * One important change compared to OrbitControls is that the `update` method\n * of SmoothControls must be invoked on every frame, otherwise the controls\n * will not have an effect.\n *\n * Another notable difference compared to OrbitControls is that SmoothControls\n * does not currently support panning (but probably will in a future revision).\n *\n * Like OrbitControls, SmoothControls assumes that the orientation of the camera\n * has been set in terms of position, rotation and scale, so it is important to\n * ensure that the camera's matrixWorld is in sync before using SmoothControls.\n */\nclass SmoothControls extends EventDispatcher {\n constructor(camera, element, scene) {\n super();\n this.camera = camera;\n this.element = element;\n this.scene = scene;\n this.orbitSensitivity = 1;\n this.inputSensitivity = 1;\n this.changeSource = ChangeSource.NONE;\n this._interactionEnabled = false;\n this._disableZoom = false;\n this.isUserPointing = false;\n // Pan state\n this.enablePan = true;\n this.enableTap = true;\n this.panProjection = new Matrix3();\n this.panPerPixel = 0;\n // Internal orbital position state\n this.spherical = new Spherical();\n this.goalSpherical = new Spherical();\n this.thetaDamper = new Damper();\n this.phiDamper = new Damper();\n this.radiusDamper = new Damper();\n this.logFov = Math.log(DEFAULT_OPTIONS.maximumFieldOfView);\n this.goalLogFov = this.logFov;\n this.fovDamper = new Damper();\n // Pointer state\n this.touchMode = null;\n this.pointers = [];\n this.startTime = 0;\n this.startPointerPosition = { clientX: 0, clientY: 0 };\n this.lastSeparation = 0;\n this.touchDecided = false;\n this.onContext = (event) => {\n if (this.enablePan) {\n event.preventDefault();\n }\n else {\n for (const pointer of this.pointers) {\n // Required because of a common browser bug where the context menu never\n // fires a pointercancel event.\n this.onPointerUp(new PointerEvent('pointercancel', Object.assign(Object.assign({}, this.startPointerPosition), { pointerId: pointer.id })));\n }\n }\n };\n this.touchModeZoom = (dx, dy) => {\n if (!this._disableZoom) {\n const touchDistance = this.twoTouchDistance(this.pointers[0], this.pointers[1]);\n const deltaZoom = ZOOM_SENSITIVITY *\n (this.lastSeparation - touchDistance) * 50 / this.scene.height;\n this.lastSeparation = touchDistance;\n this.userAdjustOrbit(0, 0, deltaZoom);\n }\n if (this.panPerPixel > 0) {\n this.movePan(dx, dy);\n }\n };\n // We implement our own version of the browser's CSS touch-action, enforced by\n // this function, because the iOS implementation of pan-y is bad and doesn't\n // match Android. Specifically, even if a touch gesture begins by panning X,\n // iOS will switch to scrolling as soon as the gesture moves in the Y, rather\n // than staying in the same mode until the end of the gesture.\n this.disableScroll = (event) => {\n event.preventDefault();\n };\n this.touchModeRotate = (dx, dy) => {\n const { touchAction } = this._options;\n if (!this.touchDecided && touchAction !== 'none') {\n this.touchDecided = true;\n const dxMag = Math.abs(dx);\n const dyMag = Math.abs(dy);\n // If motion is mostly vertical, assume scrolling is the intent.\n if (this.changeSource === ChangeSource.USER_INTERACTION &&\n ((touchAction === 'pan-y' && dyMag > dxMag) ||\n (touchAction === 'pan-x' && dxMag > dyMag))) {\n this.touchMode = null;\n return;\n }\n else {\n this.element.addEventListener('touchmove', this.disableScroll, { passive: false });\n }\n }\n this.handleSinglePointerMove(dx, dy);\n };\n this.onPointerDown = (event) => {\n if (this.pointers.length > 2) {\n return;\n }\n const { element } = this;\n if (this.pointers.length === 0) {\n element.addEventListener('pointermove', this.onPointerMove);\n element.addEventListener('pointerup', this.onPointerUp);\n this.touchMode = null;\n this.touchDecided = false;\n this.startPointerPosition.clientX = event.clientX;\n this.startPointerPosition.clientY = event.clientY;\n this.startTime = performance.now();\n }\n try {\n element.setPointerCapture(event.pointerId);\n }\n catch (_a) {\n }\n this.pointers.push({ clientX: event.clientX, clientY: event.clientY, id: event.pointerId });\n this.isUserPointing = false;\n if (event.pointerType === 'touch') {\n this.changeSource = event.altKey ? // set by interact() in controls.ts\n ChangeSource.AUTOMATIC :\n ChangeSource.USER_INTERACTION;\n this.onTouchChange(event);\n }\n else {\n this.changeSource = ChangeSource.USER_INTERACTION;\n this.onMouseDown(event);\n }\n if (this.changeSource === ChangeSource.USER_INTERACTION) {\n this.dispatchEvent({ type: 'user-interaction' });\n }\n };\n this.onPointerMove = (event) => {\n const pointer = this.pointers.find((pointer) => pointer.id === event.pointerId);\n if (pointer == null) {\n return;\n }\n const numTouches = this.pointers.length;\n const dx = (event.clientX - pointer.clientX) / numTouches;\n const dy = (event.clientY - pointer.clientY) / numTouches;\n if (dx === 0 && dy === 0) {\n return;\n }\n pointer.clientX = event.clientX;\n pointer.clientY = event.clientY;\n if (event.pointerType === 'touch') {\n this.changeSource = event.altKey ? // set by interact() in controls.ts\n ChangeSource.AUTOMATIC :\n ChangeSource.USER_INTERACTION;\n if (this.touchMode !== null) {\n this.touchMode(dx, dy);\n }\n }\n else {\n this.changeSource = ChangeSource.USER_INTERACTION;\n if (this.panPerPixel > 0) {\n this.movePan(dx, dy);\n }\n else {\n this.handleSinglePointerMove(dx, dy);\n }\n }\n };\n this.onPointerUp = (event) => {\n const { element } = this;\n const index = this.pointers.findIndex((pointer) => pointer.id === event.pointerId);\n if (index !== -1) {\n this.pointers.splice(index, 1);\n }\n // altKey indicates an interaction prompt; don't reset radius in this case\n // as it will cause the camera to drift.\n if (this.panPerPixel > 0 && !event.altKey) {\n this.resetRadius();\n }\n if (this.pointers.length === 0) {\n element.removeEventListener('pointermove', this.onPointerMove);\n element.removeEventListener('pointerup', this.onPointerUp);\n element.removeEventListener('touchmove', this.disableScroll);\n if (this.enablePan && this.enableTap) {\n this.recenter(event);\n }\n }\n else if (this.touchMode !== null) {\n this.onTouchChange(event);\n }\n this.scene.element[$panElement].style.opacity = 0;\n element.style.cursor = 'grab';\n this.panPerPixel = 0;\n if (this.isUserPointing) {\n this.dispatchEvent({ type: 'pointer-change-end' });\n }\n };\n this.onWheel = (event) => {\n this.changeSource = ChangeSource.USER_INTERACTION;\n const deltaZoom = event.deltaY *\n (event.deltaMode == 1 ? 18 : 1) * ZOOM_SENSITIVITY / 30;\n this.userAdjustOrbit(0, 0, deltaZoom);\n event.preventDefault();\n this.dispatchEvent({ type: 'user-interaction' });\n };\n this.onKeyDown = (event) => {\n // We track if the key is actually one we respond to, so as not to\n // accidentally clobber unrelated key inputs when the has\n // focus.\n const { changeSource } = this;\n this.changeSource = ChangeSource.USER_INTERACTION;\n const relevantKey = (event.shiftKey && this.enablePan) ?\n this.panKeyCodeHandler(event) :\n this.orbitZoomKeyCodeHandler(event);\n if (relevantKey) {\n event.preventDefault();\n this.dispatchEvent({ type: 'user-interaction' });\n }\n else {\n this.changeSource = changeSource;\n }\n };\n this._options = Object.assign({}, DEFAULT_OPTIONS);\n this.setOrbit(0, Math.PI / 2, 1);\n this.setFieldOfView(100);\n this.jumpToGoal();\n }\n get interactionEnabled() {\n return this._interactionEnabled;\n }\n enableInteraction() {\n if (this._interactionEnabled === false) {\n const { element } = this;\n element.addEventListener('pointerdown', this.onPointerDown);\n element.addEventListener('pointercancel', this.onPointerUp);\n if (!this._disableZoom) {\n element.addEventListener('wheel', this.onWheel);\n }\n element.addEventListener('keydown', this.onKeyDown);\n // This little beauty is to work around a WebKit bug that otherwise makes\n // touch events randomly not cancelable.\n element.addEventListener('touchmove', () => { }, { passive: false });\n element.addEventListener('contextmenu', this.onContext);\n this.element.style.cursor = 'grab';\n this._interactionEnabled = true;\n this.updateTouchActionStyle();\n }\n }\n disableInteraction() {\n if (this._interactionEnabled === true) {\n const { element } = this;\n element.removeEventListener('pointerdown', this.onPointerDown);\n element.removeEventListener('pointermove', this.onPointerMove);\n element.removeEventListener('pointerup', this.onPointerUp);\n element.removeEventListener('pointercancel', this.onPointerUp);\n element.removeEventListener('wheel', this.onWheel);\n element.removeEventListener('keydown', this.onKeyDown);\n element.removeEventListener('contextmenu', this.onContext);\n element.style.cursor = '';\n this.touchMode = null;\n this._interactionEnabled = false;\n this.updateTouchActionStyle();\n }\n }\n /**\n * The options that are currently configured for the controls instance.\n */\n get options() {\n return this._options;\n }\n set disableZoom(disable) {\n if (this._disableZoom != disable) {\n this._disableZoom = disable;\n if (disable === true) {\n this.element.removeEventListener('wheel', this.onWheel);\n }\n else {\n this.element.addEventListener('wheel', this.onWheel);\n }\n this.updateTouchActionStyle();\n }\n }\n /**\n * Copy the spherical values that represent the current camera orbital\n * position relative to the configured target into a provided Spherical\n * instance. If no Spherical is provided, a new Spherical will be allocated\n * to copy the values into. The Spherical that values are copied into is\n * returned.\n */\n getCameraSpherical(target = new Spherical()) {\n return target.copy(this.spherical);\n }\n /**\n * Returns the camera's current vertical field of view in degrees.\n */\n getFieldOfView() {\n return this.camera.fov;\n }\n /**\n * Configure the _options of the controls. Configured _options will be\n * merged with whatever _options have already been configured for this\n * controls instance.\n */\n applyOptions(_options) {\n Object.assign(this._options, _options);\n // Re-evaluates clamping based on potentially new values for min/max\n // polar, azimuth and radius:\n this.setOrbit();\n this.setFieldOfView(Math.exp(this.goalLogFov));\n }\n /**\n * Sets the near and far planes of the camera.\n */\n updateNearFar(nearPlane, farPlane) {\n this.camera.far = farPlane === 0 ? 2 : farPlane;\n this.camera.near = Math.max(nearPlane, this.camera.far / 1000);\n this.camera.updateProjectionMatrix();\n }\n /**\n * Sets the aspect ratio of the camera\n */\n updateAspect(aspect) {\n this.camera.aspect = aspect;\n this.camera.updateProjectionMatrix();\n }\n /**\n * Set the absolute orbital goal of the camera. The change will be\n * applied over a number of frames depending on configured acceleration and\n * dampening _options.\n *\n * Returns true if invoking the method will result in the camera changing\n * position and/or rotation, otherwise false.\n */\n setOrbit(goalTheta = this.goalSpherical.theta, goalPhi = this.goalSpherical.phi, goalRadius = this.goalSpherical.radius) {\n const { minimumAzimuthalAngle, maximumAzimuthalAngle, minimumPolarAngle, maximumPolarAngle, minimumRadius, maximumRadius } = this._options;\n const { theta, phi, radius } = this.goalSpherical;\n const nextTheta = clamp(goalTheta, minimumAzimuthalAngle, maximumAzimuthalAngle);\n if (!isFinite(minimumAzimuthalAngle) &&\n !isFinite(maximumAzimuthalAngle)) {\n this.spherical.theta =\n this.wrapAngle(this.spherical.theta - nextTheta) + nextTheta;\n }\n const nextPhi = clamp(goalPhi, minimumPolarAngle, maximumPolarAngle);\n const nextRadius = clamp(goalRadius, minimumRadius, maximumRadius);\n if (nextTheta === theta && nextPhi === phi && nextRadius === radius) {\n return false;\n }\n if (!isFinite(nextTheta) || !isFinite(nextPhi) || !isFinite(nextRadius)) {\n return false;\n }\n this.goalSpherical.theta = nextTheta;\n this.goalSpherical.phi = nextPhi;\n this.goalSpherical.radius = nextRadius;\n this.goalSpherical.makeSafe();\n return true;\n }\n /**\n * Subset of setOrbit() above, which only sets the camera's radius.\n */\n setRadius(radius) {\n this.goalSpherical.radius = radius;\n this.setOrbit();\n }\n /**\n * Sets the goal field of view for the camera\n */\n setFieldOfView(fov) {\n const { minimumFieldOfView, maximumFieldOfView } = this._options;\n fov = clamp(fov, minimumFieldOfView, maximumFieldOfView);\n this.goalLogFov = Math.log(fov);\n }\n /**\n * Sets the smoothing decay time.\n */\n setDamperDecayTime(decayMilliseconds) {\n this.thetaDamper.setDecayTime(decayMilliseconds);\n this.phiDamper.setDecayTime(decayMilliseconds);\n this.radiusDamper.setDecayTime(decayMilliseconds);\n this.fovDamper.setDecayTime(decayMilliseconds);\n }\n /**\n * Adjust the orbital position of the camera relative to its current orbital\n * position. Does not let the theta goal get more than pi ahead of the current\n * theta, which ensures interpolation continues in the direction of the delta.\n * The deltaZoom parameter adjusts both the field of view and the orbit radius\n * such that they progress across their allowed ranges in sync.\n */\n adjustOrbit(deltaTheta, deltaPhi, deltaZoom) {\n const { theta, phi, radius } = this.goalSpherical;\n const { minimumRadius, maximumRadius, minimumFieldOfView, maximumFieldOfView } = this._options;\n const dTheta = this.spherical.theta - theta;\n const dThetaLimit = Math.PI - 0.001;\n const goalTheta = theta - clamp(deltaTheta, -dThetaLimit - dTheta, dThetaLimit - dTheta);\n const goalPhi = phi - deltaPhi;\n const deltaRatio = deltaZoom === 0 ?\n 0 :\n ((deltaZoom > 0 ? maximumRadius : minimumRadius) - radius) /\n (Math.log(deltaZoom > 0 ? maximumFieldOfView : minimumFieldOfView) -\n this.goalLogFov);\n const goalRadius = radius +\n deltaZoom *\n (isFinite(deltaRatio) ? deltaRatio :\n (maximumRadius - minimumRadius) * 2);\n this.setOrbit(goalTheta, goalPhi, goalRadius);\n if (deltaZoom !== 0) {\n const goalLogFov = this.goalLogFov + deltaZoom;\n this.setFieldOfView(Math.exp(goalLogFov));\n }\n }\n /**\n * Move the camera instantly instead of accelerating toward the goal\n * parameters.\n */\n jumpToGoal() {\n this.update(0, SETTLING_TIME);\n }\n /**\n * Update controls. In most cases, this will result in the camera\n * interpolating its position and rotation until it lines up with the\n * designated goal orbital position. Returns false if the camera did not move.\n *\n * Time and delta are measured in milliseconds.\n */\n update(_time, delta) {\n if (this.isStationary()) {\n return false;\n }\n const { maximumPolarAngle, maximumRadius } = this._options;\n const dTheta = this.spherical.theta - this.goalSpherical.theta;\n if (Math.abs(dTheta) > Math.PI &&\n !isFinite(this._options.minimumAzimuthalAngle) &&\n !isFinite(this._options.maximumAzimuthalAngle)) {\n this.spherical.theta -= Math.sign(dTheta) * 2 * Math.PI;\n }\n this.spherical.theta = this.thetaDamper.update(this.spherical.theta, this.goalSpherical.theta, delta, Math.PI);\n this.spherical.phi = this.phiDamper.update(this.spherical.phi, this.goalSpherical.phi, delta, maximumPolarAngle);\n this.spherical.radius = this.radiusDamper.update(this.spherical.radius, this.goalSpherical.radius, delta, maximumRadius);\n this.logFov = this.fovDamper.update(this.logFov, this.goalLogFov, delta, 1);\n this.moveCamera();\n return true;\n }\n updateTouchActionStyle() {\n const { style } = this.element;\n if (this._interactionEnabled) {\n const { touchAction } = this._options;\n if (this._disableZoom && touchAction !== 'none') {\n style.touchAction = 'manipulation';\n }\n else {\n style.touchAction = touchAction;\n }\n }\n else {\n style.touchAction = '';\n }\n }\n isStationary() {\n return this.goalSpherical.theta === this.spherical.theta &&\n this.goalSpherical.phi === this.spherical.phi &&\n this.goalSpherical.radius === this.spherical.radius &&\n this.goalLogFov === this.logFov;\n }\n moveCamera() {\n // Derive the new camera position from the updated spherical:\n this.spherical.makeSafe();\n this.camera.position.setFromSpherical(this.spherical);\n this.camera.setRotationFromEuler(new Euler(this.spherical.phi - Math.PI / 2, this.spherical.theta, 0, 'YXZ'));\n if (this.camera.fov !== Math.exp(this.logFov)) {\n this.camera.fov = Math.exp(this.logFov);\n this.camera.updateProjectionMatrix();\n }\n }\n userAdjustOrbit(deltaTheta, deltaPhi, deltaZoom) {\n this.adjustOrbit(deltaTheta * this.orbitSensitivity * this.inputSensitivity, deltaPhi * this.orbitSensitivity * this.inputSensitivity, deltaZoom * this.inputSensitivity);\n }\n // Wraps to between -pi and pi\n wrapAngle(radians) {\n const normalized = (radians + Math.PI) / (2 * Math.PI);\n const wrapped = normalized - Math.floor(normalized);\n return wrapped * 2 * Math.PI - Math.PI;\n }\n pixelLengthToSphericalAngle(pixelLength) {\n return 2 * Math.PI * pixelLength / this.scene.height;\n }\n twoTouchDistance(touchOne, touchTwo) {\n const { clientX: xOne, clientY: yOne } = touchOne;\n const { clientX: xTwo, clientY: yTwo } = touchTwo;\n const xDelta = xTwo - xOne;\n const yDelta = yTwo - yOne;\n return Math.sqrt(xDelta * xDelta + yDelta * yDelta);\n }\n handleSinglePointerMove(dx, dy) {\n const deltaTheta = this.pixelLengthToSphericalAngle(dx);\n const deltaPhi = this.pixelLengthToSphericalAngle(dy);\n if (this.isUserPointing === false) {\n this.isUserPointing = true;\n this.dispatchEvent({ type: 'pointer-change-start' });\n }\n this.userAdjustOrbit(deltaTheta, deltaPhi, 0);\n }\n initializePan() {\n const { theta, phi } = this.spherical;\n const psi = theta - this.scene.yaw;\n this.panPerPixel = PAN_SENSITIVITY / this.scene.height;\n this.panProjection.set(-Math.cos(psi), -Math.cos(phi) * Math.sin(psi), 0, 0, Math.sin(phi), 0, Math.sin(psi), -Math.cos(phi) * Math.cos(psi), 0);\n }\n movePan(dx, dy) {\n const { scene } = this;\n const dxy = vector3$2.set(dx, dy, 0).multiplyScalar(this.inputSensitivity);\n const metersPerPixel = this.spherical.radius * Math.exp(this.logFov) * this.panPerPixel;\n dxy.multiplyScalar(metersPerPixel);\n const target = scene.getTarget();\n target.add(dxy.applyMatrix3(this.panProjection));\n scene.boundingSphere.clampPoint(target, target);\n scene.setTarget(target.x, target.y, target.z);\n }\n recenter(pointer) {\n if (performance.now() > this.startTime + TAP_MS ||\n Math.abs(pointer.clientX - this.startPointerPosition.clientX) >\n TAP_DISTANCE ||\n Math.abs(pointer.clientY - this.startPointerPosition.clientY) >\n TAP_DISTANCE) {\n return;\n }\n const { scene } = this;\n const hit = scene.positionAndNormalFromPoint(scene.getNDC(pointer.clientX, pointer.clientY));\n if (hit == null) {\n const { cameraTarget } = scene.element;\n scene.element.cameraTarget = '';\n scene.element.cameraTarget = cameraTarget;\n // Zoom all the way out.\n this.userAdjustOrbit(0, 0, 1);\n }\n else {\n scene.target.worldToLocal(hit.position);\n scene.setTarget(hit.position.x, hit.position.y, hit.position.z);\n }\n }\n resetRadius() {\n const { scene } = this;\n const hit = scene.positionAndNormalFromPoint(vector2.set(0, 0));\n if (hit == null) {\n return;\n }\n scene.target.worldToLocal(hit.position);\n const goalTarget = scene.getTarget();\n const { theta, phi } = this.spherical;\n // Set target to surface hit point, except the target is still settling,\n // so offset the goal accordingly so the transition is smooth even though\n // this will drift the target slightly away from the hit point.\n const psi = theta - scene.yaw;\n const n = vector3$2.set(Math.sin(phi) * Math.sin(psi), Math.cos(phi), Math.sin(phi) * Math.cos(psi));\n const dr = n.dot(hit.position.sub(goalTarget));\n goalTarget.add(n.multiplyScalar(dr));\n scene.setTarget(goalTarget.x, goalTarget.y, goalTarget.z);\n // Change the camera radius to match the change in target so that the\n // camera itself does not move, unless it hits a radius bound.\n this.setOrbit(undefined, undefined, this.goalSpherical.radius - dr);\n }\n onTouchChange(event) {\n if (this.pointers.length === 1) {\n this.touchMode = this.touchModeRotate;\n }\n else {\n if (this._disableZoom) {\n this.touchMode = null;\n this.element.removeEventListener('touchmove', this.disableScroll);\n return;\n }\n this.touchMode = (this.touchDecided && this.touchMode === null) ?\n null :\n this.touchModeZoom;\n this.touchDecided = true;\n this.element.addEventListener('touchmove', this.disableScroll, { passive: false });\n this.lastSeparation =\n this.twoTouchDistance(this.pointers[0], this.pointers[1]);\n if (this.enablePan && this.touchMode != null) {\n this.initializePan();\n if (!event.altKey) { // user interaction, not prompt\n this.scene.element[$panElement].style.opacity = 1;\n }\n }\n }\n }\n onMouseDown(event) {\n this.panPerPixel = 0;\n if (this.enablePan &&\n (event.button === 2 || event.ctrlKey || event.metaKey ||\n event.shiftKey)) {\n this.initializePan();\n this.scene.element[$panElement].style.opacity = 1;\n }\n this.element.style.cursor = 'grabbing';\n }\n /**\n * Handles the orbit and Zoom key presses\n * Uses constants for the increment.\n * @param event The keyboard event for the .key value\n * @returns boolean to indicate if the key event has been handled\n */\n orbitZoomKeyCodeHandler(event) {\n let relevantKey = true;\n switch (event.key) {\n case 'PageUp':\n this.userAdjustOrbit(0, 0, ZOOM_SENSITIVITY);\n break;\n case 'PageDown':\n this.userAdjustOrbit(0, 0, -1 * ZOOM_SENSITIVITY);\n break;\n case 'ArrowUp':\n this.userAdjustOrbit(0, -KEYBOARD_ORBIT_INCREMENT, 0);\n break;\n case 'ArrowDown':\n this.userAdjustOrbit(0, KEYBOARD_ORBIT_INCREMENT, 0);\n break;\n case 'ArrowLeft':\n this.userAdjustOrbit(-KEYBOARD_ORBIT_INCREMENT, 0, 0);\n break;\n case 'ArrowRight':\n this.userAdjustOrbit(KEYBOARD_ORBIT_INCREMENT, 0, 0);\n break;\n default:\n relevantKey = false;\n break;\n }\n return relevantKey;\n }\n /**\n * Handles the Pan key presses\n * Uses constants for the increment.\n * @param event The keyboard event for the .key value\n * @returns boolean to indicate if the key event has been handled\n */\n panKeyCodeHandler(event) {\n this.initializePan();\n let relevantKey = true;\n switch (event.key) {\n case 'ArrowUp':\n this.movePan(0, -1 * PAN_KEY_INCREMENT); // This is the negative one so that the\n // model appears to move as the arrow\n // direction rather than the view moving\n break;\n case 'ArrowDown':\n this.movePan(0, PAN_KEY_INCREMENT);\n break;\n case 'ArrowLeft':\n this.movePan(-1 * PAN_KEY_INCREMENT, 0);\n break;\n case 'ArrowRight':\n this.movePan(PAN_KEY_INCREMENT, 0);\n break;\n default:\n relevantKey = false;\n break;\n }\n return relevantKey;\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// number of initial null pose XRFrames allowed before we post not-tracking\nconst INIT_FRAMES = 30;\n// AR shadow is not user-configurable. This is to pave the way for AR lighting\n// estimation, which will be used once available in WebXR.\nconst AR_SHADOW_INTENSITY = 0.8;\nconst ROTATION_RATE = 1.5;\n// Angle down (towards bottom of screen) from camera center ray to use for hit\n// testing against the floor. This makes placement faster and more intuitive\n// assuming the phone is in portrait mode. This seems to be a reasonable\n// assumption for the start of the session and UI will lack landscape mode to\n// encourage upright use.\nconst HIT_ANGLE_DEG = 20;\nconst SCALE_SNAP_HIGH = 1.3;\nconst SCALE_SNAP_LOW = 1 / SCALE_SNAP_HIGH;\n// For automatic dynamic viewport scaling, don't let the scale drop below this\n// limit.\nconst MIN_VIEWPORT_SCALE = 0.25;\n// Furthest away you can move an object (meters).\nconst MAX_DISTANCE = 10;\nconst ARStatus = {\n NOT_PRESENTING: 'not-presenting',\n SESSION_STARTED: 'session-started',\n OBJECT_PLACED: 'object-placed',\n FAILED: 'failed'\n};\nconst ARTracking = {\n TRACKING: 'tracking',\n NOT_TRACKING: 'not-tracking'\n};\nconst vector3$1 = new Vector3();\nconst matrix4 = new Matrix4();\nconst hitPosition = new Vector3();\nconst camera = new PerspectiveCamera(45, 1, 0.1, 100);\nclass ARRenderer extends EventDispatcher {\n constructor(renderer) {\n super();\n this.renderer = renderer;\n this.currentSession = null;\n this.placeOnWall = false;\n this.placementBox = null;\n this.lastTick = null;\n this.turntableRotation = null;\n this.oldShadowIntensity = null;\n this.frame = null;\n this.initialHitSource = null;\n this.transientHitTestSource = null;\n this.inputSource = null;\n this._presentedScene = null;\n this.resolveCleanup = null;\n this.exitWebXRButtonContainer = null;\n this.overlay = null;\n this.xrLight = null;\n this.tracking = true;\n this.frames = 0;\n this.initialized = false;\n this.oldTarget = new Vector3();\n this.placementComplete = false;\n this.isTranslating = false;\n this.isRotating = false;\n this.isTwoFingering = false;\n this.lastDragPosition = new Vector3();\n this.firstRatio = 0;\n this.lastAngle = 0;\n this.goalPosition = new Vector3();\n this.goalYaw = 0;\n this.goalScale = 1;\n this.xDamper = new Damper();\n this.yDamper = new Damper();\n this.zDamper = new Damper();\n this.yawDamper = new Damper();\n this.scaleDamper = new Damper();\n this.onExitWebXRButtonContainerClick = () => this.stopPresenting();\n this.onUpdateScene = () => {\n if (this.placementBox != null && this.isPresenting) {\n this.placementBox.dispose();\n this.placementBox = new PlacementBox(this.presentedScene, this.placeOnWall ? 'back' : 'bottom');\n }\n };\n this.onSelectStart = (event) => {\n const hitSource = this.transientHitTestSource;\n if (hitSource == null) {\n return;\n }\n const fingers = this.frame.getHitTestResultsForTransientInput(hitSource);\n const scene = this.presentedScene;\n const box = this.placementBox;\n if (fingers.length === 1) {\n this.inputSource = event.inputSource;\n const { axes } = this.inputSource.gamepad;\n const hitPosition = box.getHit(this.presentedScene, axes[0], axes[1]);\n box.show = true;\n if (hitPosition != null) {\n this.isTranslating = true;\n this.lastDragPosition.copy(hitPosition);\n }\n else if (this.placeOnWall === false) {\n this.isRotating = true;\n this.lastAngle = axes[0] * ROTATION_RATE;\n }\n }\n else if (fingers.length === 2) {\n box.show = true;\n this.isTwoFingering = true;\n const { separation } = this.fingerPolar(fingers);\n this.firstRatio = separation / scene.scale.x;\n }\n };\n this.onSelectEnd = () => {\n this.isTranslating = false;\n this.isRotating = false;\n this.isTwoFingering = false;\n this.inputSource = null;\n this.goalPosition.y +=\n this.placementBox.offsetHeight * this.presentedScene.scale.x;\n this.placementBox.show = false;\n };\n this.threeRenderer = renderer.threeRenderer;\n this.threeRenderer.xr.enabled = true;\n }\n async resolveARSession() {\n assertIsArCandidate();\n const session = await navigator.xr.requestSession('immersive-ar', {\n requiredFeatures: ['hit-test'],\n optionalFeatures: ['dom-overlay', 'light-estimation'],\n domOverlay: this.overlay ? { root: this.overlay } : undefined\n });\n this.threeRenderer.xr.setReferenceSpaceType('local');\n await this.threeRenderer.xr.setSession(session);\n this.threeRenderer.xr.cameraAutoUpdate = false;\n return session;\n }\n /**\n * The currently presented scene, if any\n */\n get presentedScene() {\n return this._presentedScene;\n }\n /**\n * Resolves to true if the renderer has detected all the necessary qualities\n * to support presentation in AR.\n */\n async supportsPresentation() {\n try {\n assertIsArCandidate();\n return await navigator.xr.isSessionSupported('immersive-ar');\n }\n catch (error) {\n console.warn('Request to present in WebXR denied:');\n console.warn(error);\n console.warn('Falling back to next ar-mode');\n return false;\n }\n }\n /**\n * Present a scene in AR\n */\n async present(scene, environmentEstimation = false) {\n if (this.isPresenting) {\n console.warn('Cannot present while a model is already presenting');\n }\n let waitForAnimationFrame = new Promise((resolve, _reject) => {\n requestAnimationFrame(() => resolve());\n });\n scene.setHotspotsVisibility(false);\n scene.queueRender();\n // Render a frame to turn off the hotspots\n await waitForAnimationFrame;\n // This sets isPresenting to true\n this._presentedScene = scene;\n this.overlay = scene.element.shadowRoot.querySelector('div.default');\n if (environmentEstimation === true) {\n this.xrLight = new XREstimatedLight(this.threeRenderer);\n this.xrLight.addEventListener('estimationstart', () => {\n if (!this.isPresenting || this.xrLight == null) {\n return;\n }\n const scene = this.presentedScene;\n scene.add(this.xrLight);\n scene.environment = this.xrLight.environment;\n });\n }\n const currentSession = await this.resolveARSession();\n currentSession.addEventListener('end', () => {\n this.postSessionCleanup();\n }, { once: true });\n const exitButton = scene.element.shadowRoot.querySelector('.slot.exit-webxr-ar-button');\n exitButton.classList.add('enabled');\n exitButton.addEventListener('click', this.onExitWebXRButtonContainerClick);\n this.exitWebXRButtonContainer = exitButton;\n const viewerRefSpace = await currentSession.requestReferenceSpace('viewer');\n this.tracking = true;\n this.frames = 0;\n this.initialized = false;\n this.turntableRotation = scene.yaw;\n this.goalYaw = scene.yaw;\n this.goalScale = 1;\n scene.background = null;\n this.oldShadowIntensity = scene.shadowIntensity;\n scene.setShadowIntensity(0.01); // invisible, but not changing the shader\n this.oldTarget.copy(scene.getTarget());\n scene.element.addEventListener('load', this.onUpdateScene);\n const radians = HIT_ANGLE_DEG * Math.PI / 180;\n const ray = this.placeOnWall === true ?\n undefined :\n new XRRay(new DOMPoint(0, 0, 0), { x: 0, y: -Math.sin(radians), z: -Math.cos(radians) });\n currentSession\n .requestHitTestSource({ space: viewerRefSpace, offsetRay: ray }).then(hitTestSource => {\n this.initialHitSource = hitTestSource;\n });\n this.currentSession = currentSession;\n this.placementBox =\n new PlacementBox(scene, this.placeOnWall ? 'back' : 'bottom');\n this.placementComplete = false;\n this.lastTick = performance.now();\n this.dispatchEvent({ type: 'status', status: ARStatus.SESSION_STARTED });\n }\n /**\n * If currently presenting a scene in AR, stops presentation and exits AR.\n */\n async stopPresenting() {\n if (!this.isPresenting) {\n return;\n }\n const cleanupPromise = new Promise((resolve) => {\n this.resolveCleanup = resolve;\n });\n try {\n await this.currentSession.end();\n await cleanupPromise;\n }\n catch (error) {\n console.warn('Error while trying to end WebXR AR session');\n console.warn(error);\n this.postSessionCleanup();\n }\n }\n /**\n * True if a scene is currently in the process of being presented in AR\n */\n get isPresenting() {\n return this.presentedScene != null;\n }\n get target() {\n return this.oldTarget;\n }\n updateTarget() {\n const scene = this.presentedScene;\n if (scene != null) {\n const target = scene.getTarget();\n this.oldTarget.copy(target);\n if (this.placeOnWall) {\n // Move the scene's target to the center of the back of the model's\n // bounding box.\n target.z = scene.boundingBox.min.z;\n }\n else {\n // Move the scene's target to the model's floor height.\n target.y = scene.boundingBox.min.y;\n }\n scene.setTarget(target.x, target.y, target.z);\n }\n }\n postSessionCleanup() {\n const session = this.currentSession;\n if (session != null) {\n session.removeEventListener('selectstart', this.onSelectStart);\n session.removeEventListener('selectend', this.onSelectEnd);\n this.currentSession = null;\n }\n const scene = this.presentedScene;\n this._presentedScene = null;\n if (scene != null) {\n const { element } = scene;\n if (this.xrLight != null) {\n scene.remove(this.xrLight);\n this.xrLight.dispose();\n this.xrLight = null;\n }\n scene.position.set(0, 0, 0);\n scene.scale.set(1, 1, 1);\n scene.setShadowOffset(0);\n const yaw = this.turntableRotation;\n if (yaw != null) {\n scene.yaw = yaw;\n }\n const intensity = this.oldShadowIntensity;\n if (intensity != null) {\n scene.setShadowIntensity(intensity);\n }\n scene.setEnvironmentAndSkybox(element[$currentEnvironmentMap], element[$currentBackground]);\n const point = this.oldTarget;\n scene.setTarget(point.x, point.y, point.z);\n scene.xrCamera = null;\n scene.element.removeEventListener('load', this.onUpdateScene);\n scene.orientHotspots(0);\n element.requestUpdate('cameraTarget');\n element.requestUpdate('maxCameraOrbit');\n element[$onResize](element.getBoundingClientRect());\n requestAnimationFrame(() => {\n scene.element.dispatchEvent(new CustomEvent('camera-change', { detail: { source: ChangeSource.NONE } }));\n });\n }\n // Force the Renderer to update its size\n this.renderer.height = 0;\n const exitButton = this.exitWebXRButtonContainer;\n if (exitButton != null) {\n exitButton.classList.remove('enabled');\n exitButton.removeEventListener('click', this.onExitWebXRButtonContainerClick);\n this.exitWebXRButtonContainer = null;\n }\n const hitSource = this.transientHitTestSource;\n if (hitSource != null) {\n hitSource.cancel();\n this.transientHitTestSource = null;\n }\n const hitSourceInitial = this.initialHitSource;\n if (hitSourceInitial != null) {\n hitSourceInitial.cancel();\n this.initialHitSource = null;\n }\n if (this.placementBox != null) {\n this.placementBox.dispose();\n this.placementBox = null;\n }\n this.lastTick = null;\n this.turntableRotation = null;\n this.oldShadowIntensity = null;\n this.frame = null;\n this.inputSource = null;\n this.overlay = null;\n if (this.resolveCleanup != null) {\n this.resolveCleanup();\n }\n this.dispatchEvent({ type: 'status', status: ARStatus.NOT_PRESENTING });\n }\n updateView(view) {\n const scene = this.presentedScene;\n const xr = this.threeRenderer.xr;\n xr.updateCamera(camera);\n scene.xrCamera = xr.getCamera();\n const { elements } = scene.getCamera().matrixWorld;\n scene.orientHotspots(Math.atan2(elements[1], elements[5]));\n if (!this.initialized) {\n this.placeInitially();\n this.initialized = true;\n }\n // Use automatic dynamic viewport scaling if supported.\n if (view.requestViewportScale && view.recommendedViewportScale) {\n const scale = view.recommendedViewportScale;\n view.requestViewportScale(Math.max(scale, MIN_VIEWPORT_SCALE));\n }\n const layer = xr.getBaseLayer();\n if (layer != null) {\n const viewport = layer instanceof XRWebGLLayer ?\n layer.getViewport(view) :\n xr.getBinding().getViewSubImage(layer, view).viewport;\n this.threeRenderer.setViewport(viewport.x, viewport.y, viewport.width, viewport.height);\n }\n }\n placeInitially() {\n const scene = this.presentedScene;\n const { position, element } = scene;\n const xrCamera = scene.getCamera();\n const { width, height } = this.overlay.getBoundingClientRect();\n scene.setSize(width, height);\n xrCamera.projectionMatrixInverse.copy(xrCamera.projectionMatrix).invert();\n const { theta, radius } = element\n .getCameraOrbit();\n // Orient model to match the 3D camera view\n const cameraDirection = xrCamera.getWorldDirection(vector3$1);\n scene.yaw = Math.atan2(-cameraDirection.x, -cameraDirection.z) - theta;\n this.goalYaw = scene.yaw;\n position.copy(xrCamera.position)\n .add(cameraDirection.multiplyScalar(radius));\n this.updateTarget();\n const target = scene.getTarget();\n position.add(target).sub(this.oldTarget);\n this.goalPosition.copy(position);\n scene.setHotspotsVisibility(true);\n const { session } = this.frame;\n session.addEventListener('selectstart', this.onSelectStart);\n session.addEventListener('selectend', this.onSelectEnd);\n session\n .requestHitTestSourceForTransientInput({ profile: 'generic-touchscreen' }).then(hitTestSource => {\n this.transientHitTestSource = hitTestSource;\n });\n }\n getTouchLocation() {\n const { axes } = this.inputSource.gamepad;\n let location = this.placementBox.getExpandedHit(this.presentedScene, axes[0], axes[1]);\n if (location != null) {\n vector3$1.copy(location).sub(this.presentedScene.getCamera().position);\n if (vector3$1.length() > MAX_DISTANCE)\n return null;\n }\n return location;\n }\n getHitPoint(hitResult) {\n const refSpace = this.threeRenderer.xr.getReferenceSpace();\n const pose = hitResult.getPose(refSpace);\n if (pose == null) {\n return null;\n }\n const hitMatrix = matrix4.fromArray(pose.transform.matrix);\n if (this.placeOnWall === true) {\n // Orient the model to the wall's normal vector.\n this.goalYaw = Math.atan2(hitMatrix.elements[4], hitMatrix.elements[6]);\n }\n // Check that the y-coordinate of the normal is large enough that the normal\n // is pointing up for floor placement; opposite for wall placement.\n return hitMatrix.elements[5] > 0.75 !== this.placeOnWall ?\n hitPosition.setFromMatrixPosition(hitMatrix) :\n null;\n }\n moveToFloor(frame) {\n const hitSource = this.initialHitSource;\n if (hitSource == null) {\n return;\n }\n const hitTestResults = frame.getHitTestResults(hitSource);\n if (hitTestResults.length == 0) {\n return;\n }\n const hit = hitTestResults[0];\n const hitPoint = this.getHitPoint(hit);\n if (hitPoint == null) {\n return;\n }\n this.placementBox.show = true;\n // If the user is translating, let the finger hit-ray take precedence and\n // ignore this hit result.\n if (!this.isTranslating) {\n if (this.placeOnWall) {\n this.goalPosition.copy(hitPoint);\n }\n else {\n this.goalPosition.y = hitPoint.y;\n }\n }\n hitSource.cancel();\n this.initialHitSource = null;\n this.dispatchEvent({ type: 'status', status: ARStatus.OBJECT_PLACED });\n }\n fingerPolar(fingers) {\n const fingerOne = fingers[0].inputSource.gamepad.axes;\n const fingerTwo = fingers[1].inputSource.gamepad.axes;\n const deltaX = fingerTwo[0] - fingerOne[0];\n const deltaY = fingerTwo[1] - fingerOne[1];\n const angle = Math.atan2(deltaY, deltaX);\n let deltaYaw = this.lastAngle - angle;\n if (deltaYaw > Math.PI) {\n deltaYaw -= 2 * Math.PI;\n }\n else if (deltaYaw < -Math.PI) {\n deltaYaw += 2 * Math.PI;\n }\n this.lastAngle = angle;\n return {\n separation: Math.sqrt(deltaX * deltaX + deltaY * deltaY),\n deltaYaw: deltaYaw\n };\n }\n processInput(frame) {\n const hitSource = this.transientHitTestSource;\n if (hitSource == null) {\n return;\n }\n if (!this.isTranslating && !this.isTwoFingering && !this.isRotating) {\n return;\n }\n const fingers = frame.getHitTestResultsForTransientInput(hitSource);\n const scene = this.presentedScene;\n const scale = scene.scale.x;\n // Rotating, translating and scaling are mutually exclusive operations; only\n // one can happen at a time, but we can switch during a gesture.\n if (this.isTwoFingering) {\n if (fingers.length < 2) {\n // If we lose the second finger, stop scaling (in fact, stop processing\n // input altogether until a new gesture starts).\n this.isTwoFingering = false;\n }\n else {\n const { separation, deltaYaw } = this.fingerPolar(fingers);\n if (this.placeOnWall === false) {\n this.goalYaw += deltaYaw;\n }\n if (scene.canScale) {\n const scale = separation / this.firstRatio;\n this.goalScale =\n (scale < SCALE_SNAP_HIGH && scale > SCALE_SNAP_LOW) ? 1 : scale;\n }\n }\n return;\n }\n else if (fingers.length === 2) {\n // If we were rotating or translating and we get a second finger, switch\n // to scaling instead.\n this.isTranslating = false;\n this.isRotating = false;\n this.isTwoFingering = true;\n const { separation } = this.fingerPolar(fingers);\n this.firstRatio = separation / scale;\n return;\n }\n if (this.isRotating) {\n const angle = this.inputSource.gamepad.axes[0] * ROTATION_RATE;\n this.goalYaw += angle - this.lastAngle;\n this.lastAngle = angle;\n }\n else if (this.isTranslating) {\n fingers.forEach(finger => {\n if (finger.inputSource !== this.inputSource) {\n return;\n }\n let hit = null;\n if (finger.results.length > 0) {\n hit = this.getHitPoint(finger.results[0]);\n }\n if (hit == null) {\n hit = this.getTouchLocation();\n }\n if (hit == null) {\n return;\n }\n this.goalPosition.sub(this.lastDragPosition);\n if (this.placeOnWall === false) {\n const offset = hit.y - this.lastDragPosition.y;\n // When a lower floor is found, keep the model at the same height, but\n // drop the placement box to the floor. The model falls on select end.\n if (offset < 0) {\n this.placementBox.offsetHeight = offset / scale;\n this.presentedScene.setShadowOffset(offset);\n // Interpolate hit ray up to drag plane\n const cameraPosition = vector3$1.copy(scene.getCamera().position);\n const alpha = -offset / (cameraPosition.y - hit.y);\n cameraPosition.multiplyScalar(alpha);\n hit.multiplyScalar(1 - alpha).add(cameraPosition);\n }\n }\n this.goalPosition.add(hit);\n this.lastDragPosition.copy(hit);\n });\n }\n }\n moveScene(delta) {\n const scene = this.presentedScene;\n const { position, yaw } = scene;\n const boundingRadius = scene.boundingSphere.radius;\n const goal = this.goalPosition;\n const oldScale = scene.scale.x;\n const box = this.placementBox;\n let source = ChangeSource.NONE;\n if (!goal.equals(position) || this.goalScale !== oldScale) {\n source = ChangeSource.USER_INTERACTION;\n let { x, y, z } = position;\n x = this.xDamper.update(x, goal.x, delta, boundingRadius);\n y = this.yDamper.update(y, goal.y, delta, boundingRadius);\n z = this.zDamper.update(z, goal.z, delta, boundingRadius);\n position.set(x, y, z);\n const newScale = this.scaleDamper.update(oldScale, this.goalScale, delta, 1);\n scene.scale.set(newScale, newScale, newScale);\n if (!this.isTranslating) {\n const offset = goal.y - y;\n if (this.placementComplete && this.placeOnWall === false) {\n box.offsetHeight = offset / newScale;\n scene.setShadowOffset(offset);\n }\n else if (offset === 0) {\n this.placementComplete = true;\n box.show = false;\n scene.setShadowIntensity(AR_SHADOW_INTENSITY);\n }\n }\n }\n box.updateOpacity(delta);\n scene.updateTarget(delta);\n // yaw must be updated last, since this also updates the shadow position.\n scene.yaw = this.yawDamper.update(yaw, this.goalYaw, delta, Math.PI);\n // camera changes on every frame - user-interaction only if touching the\n // screen, plus damping time.\n scene.element.dispatchEvent(new CustomEvent('camera-change', { detail: { source } }));\n }\n /**\n * Only public to make it testable.\n */\n onWebXRFrame(time, frame) {\n this.frame = frame;\n ++this.frames;\n const refSpace = this.threeRenderer.xr.getReferenceSpace();\n const pose = frame.getViewerPose(refSpace);\n if (pose == null && this.tracking === true && this.frames > INIT_FRAMES) {\n this.tracking = false;\n this.dispatchEvent({ type: 'tracking', status: ARTracking.NOT_TRACKING });\n }\n const scene = this.presentedScene;\n if (pose == null || scene == null || !scene.element.loaded) {\n this.threeRenderer.clear();\n return;\n }\n if (this.tracking === false) {\n this.tracking = true;\n this.dispatchEvent({ type: 'tracking', status: ARTracking.TRACKING });\n }\n // WebXR may return multiple views, i.e. for headset AR. This\n // isn't really supported at this point, but make a best-effort\n // attempt to render other views also, using the first view\n // as the main viewpoint.\n let isFirstView = true;\n for (const view of pose.views) {\n this.updateView(view);\n if (isFirstView) {\n this.moveToFloor(frame);\n this.processInput(frame);\n const delta = time - this.lastTick;\n this.moveScene(delta);\n this.renderer.preRender(scene, time, delta);\n this.lastTick = time;\n scene.renderShadow(this.threeRenderer);\n }\n this.threeRenderer.render(scene, scene.getCamera());\n isFirstView = false;\n }\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * This Debugger exposes internal details of the rendering\n * substructure so that external tools can more easily inspect and operate on\n * them.\n *\n * It also activates shader debugging on the associated GL context. Shader\n * debugging trades performance for useful error information, so it is not\n * recommended to activate this unless needed.\n */\nclass Debugger {\n constructor(renderer) {\n // Force WebGL shader debugging on:\n renderer.threeRenderer.debug = { checkShaderErrors: true };\n // Announce debug details at microtask timing to give the `Renderer`\n // constructor time to complete its initialization, just to be on the safe\n // side:\n Promise.resolve().then(() => {\n self.dispatchEvent(new CustomEvent('model-viewer-renderer-debug', {\n detail: {\n renderer,\n THREE: {\n ShaderMaterial,\n Texture: Texture$1,\n Mesh,\n Scene,\n PlaneGeometry,\n OrthographicCamera,\n WebGLRenderTarget\n }\n }\n }));\n });\n }\n addScene(scene) {\n self.dispatchEvent(new CustomEvent('model-viewer-scene-added-debug', { detail: { scene } }));\n }\n removeScene(scene) {\n self.dispatchEvent(new CustomEvent('model-viewer-scene-removed-debug', { detail: { scene } }));\n }\n}\n\nfunction clone( source ) {\n\n\tconst sourceLookup = new Map();\n\tconst cloneLookup = new Map();\n\n\tconst clone = source.clone();\n\n\tparallelTraverse( source, clone, function ( sourceNode, clonedNode ) {\n\n\t\tsourceLookup.set( clonedNode, sourceNode );\n\t\tcloneLookup.set( sourceNode, clonedNode );\n\n\t} );\n\n\tclone.traverse( function ( node ) {\n\n\t\tif ( ! node.isSkinnedMesh ) return;\n\n\t\tconst clonedMesh = node;\n\t\tconst sourceMesh = sourceLookup.get( node );\n\t\tconst sourceBones = sourceMesh.skeleton.bones;\n\n\t\tclonedMesh.skeleton = sourceMesh.skeleton.clone();\n\t\tclonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );\n\n\t\tclonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {\n\n\t\t\treturn cloneLookup.get( bone );\n\n\t\t} );\n\n\t\tclonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );\n\n\t} );\n\n\treturn clone;\n\n}\n\n\n\n\nfunction parallelTraverse( a, b, callback ) {\n\n\tcallback( a, b );\n\n\tfor ( let i = 0; i < a.children.length; i ++ ) {\n\n\t\tparallelTraverse( a.children[ i ], b.children[ i ], callback );\n\n\t}\n\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst $prepared = Symbol('prepared');\nconst $prepare = Symbol('prepare');\nconst $preparedGLTF = Symbol('preparedGLTF');\nconst $clone = Symbol('clone');\n/**\n * Represents the preparation and enhancement of the output of a Three.js\n * GLTFLoader (a Three.js-flavor \"GLTF\"), to make it suitable for optimal,\n * correct viewing in a given presentation context and also make the cloning\n * process more explicit and legible.\n *\n * A GLTFInstance is API-compatible with a Three.js-flavor \"GLTF\", so it should\n * be considered to be interchangeable with the loaded result of a GLTFLoader.\n *\n * This basic implementation only implements trivial preparation and enhancement\n * of a GLTF. These operations are intended to be enhanced by inheriting\n * classes.\n */\nclass GLTFInstance {\n constructor(preparedGLTF) {\n this[$preparedGLTF] = preparedGLTF;\n }\n /**\n * Prepares a given GLTF for presentation and future cloning. A GLTF that is\n * prepared can safely have this method invoked on it multiple times; it will\n * only be prepared once, including after being cloned.\n */\n static prepare(source) {\n if (source.scene == null) {\n throw new Error('Model does not have a scene');\n }\n if (source[$prepared]) {\n return source;\n }\n const prepared = this[$prepare](source);\n // NOTE: ES5 Symbol polyfill is not compatible with spread operator\n // so {...prepared, [$prepared]: true} does not work\n prepared[$prepared] = true;\n return prepared;\n }\n /**\n * Override in an inheriting class to apply specialty one-time preparations\n * for a given input GLTF.\n */\n static [$prepare](source) {\n // TODO(#195,#1003): We don't currently support multiple scenes, so we don't\n // bother preparing extra scenes for now:\n const { scene } = source;\n const scenes = [scene];\n return Object.assign(Object.assign({}, source), { scene, scenes });\n }\n get parser() {\n return this[$preparedGLTF].parser;\n }\n get animations() {\n return this[$preparedGLTF].animations;\n }\n get scene() {\n return this[$preparedGLTF].scene;\n }\n get scenes() {\n return this[$preparedGLTF].scenes;\n }\n get cameras() {\n return this[$preparedGLTF].cameras;\n }\n get asset() {\n return this[$preparedGLTF].asset;\n }\n get userData() {\n return this[$preparedGLTF].userData;\n }\n /**\n * Creates and returns a copy of this instance.\n */\n clone() {\n const GLTFInstanceConstructor = this.constructor;\n const clonedGLTF = this[$clone]();\n return new GLTFInstanceConstructor(clonedGLTF);\n }\n /**\n * Cleans up any retained memory that might not otherwise be released when\n * this instance is done being used.\n */\n dispose() {\n this.scenes.forEach((scene) => {\n scene.traverse((object) => {\n if (!object.isMesh) {\n return;\n }\n const mesh = object;\n const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];\n materials.forEach(material => {\n // Explicitly dispose any textures assigned to this material\n for (const propertyName in material) {\n const texture = material[propertyName];\n if (texture instanceof Texture$1) {\n const image = texture.source.data;\n if (image.close != null) {\n image.close();\n }\n texture.dispose();\n }\n }\n material.dispose();\n });\n mesh.geometry.dispose();\n });\n });\n }\n /**\n * Override in an inheriting class to implement specialized cloning strategies\n */\n [$clone]() {\n const source = this[$preparedGLTF];\n // TODO(#195,#1003): We don't currently support multiple scenes, so we don't\n // bother cloning extra scenes for now:\n const scene = clone(this.scene);\n cloneVariantMaterials(scene, this.scene);\n const scenes = [scene];\n const userData = source.userData ? Object.assign({}, source.userData) : {};\n return Object.assign(Object.assign({}, source), { scene, scenes, userData });\n }\n}\n// Variant materials and original material instances are stored under\n// object.userData.variantMaterials/originalMaterial.\n// Three.js Object3D.clone() doesn't clone Three.js objects under\n// .userData so this function is a workaround.\nconst cloneVariantMaterials = (dst, src) => {\n traversePair(dst, src, (dst, src) => {\n if (src.userData.variantMaterials !== undefined) {\n dst.userData.variantMaterials = new Map(src.userData.variantMaterials);\n }\n if (src.userData.variantData !== undefined) {\n dst.userData.variantData = src.userData.variantData;\n }\n if (src.userData.originalMaterial !== undefined) {\n dst.userData.originalMaterial = src.userData.originalMaterial;\n }\n });\n};\nconst traversePair = (obj1, obj2, callback) => {\n callback(obj1, obj2);\n // Assume obj1 and obj2 have the same tree structure\n for (let i = 0; i < obj1.children.length; i++) {\n traversePair(obj1.children[i], obj2.children[i], callback);\n }\n};\n\nconst $threeGLTF = Symbol('threeGLTF');\nconst $gltf = Symbol('gltf');\nconst $gltfElementMap = Symbol('gltfElementMap');\nconst $threeObjectMap = Symbol('threeObjectMap');\nconst $parallelTraverseThreeScene = Symbol('parallelTraverseThreeScene');\nconst $correlateOriginalThreeGLTF = Symbol('correlateOriginalThreeGLTF');\nconst $correlateCloneThreeGLTF = Symbol('correlateCloneThreeGLTF');\n/**\n * The Three.js GLTFLoader provides us with an in-memory representation\n * of a glTF in terms of Three.js constructs. It also provides us with a copy\n * of the deserialized glTF without any Three.js decoration, and a mapping of\n * glTF elements to their corresponding Three.js constructs.\n *\n * A CorrelatedSceneGraph exposes a synchronously available mapping of glTF\n * element references to their corresponding Three.js constructs.\n */\nclass CorrelatedSceneGraph {\n constructor(threeGLTF, gltf, threeObjectMap, gltfElementMap) {\n this[$threeGLTF] = threeGLTF;\n this[$gltf] = gltf;\n this[$gltfElementMap] = gltfElementMap;\n this[$threeObjectMap] = threeObjectMap;\n }\n /**\n * Produce a CorrelatedSceneGraph from a naturally generated Three.js GLTF.\n * Such GLTFs are produced by Three.js' GLTFLoader, and contain cached\n * details that expedite the correlation step.\n *\n * If a CorrelatedSceneGraph is provided as the second argument, re-correlates\n * a cloned Three.js GLTF with a clone of the glTF hierarchy used to produce\n * the upstream Three.js GLTF that the clone was created from. The result\n * CorrelatedSceneGraph is representative of the cloned hierarchy.\n */\n static from(threeGLTF, upstreamCorrelatedSceneGraph) {\n if (upstreamCorrelatedSceneGraph != null) {\n return this[$correlateCloneThreeGLTF](threeGLTF, upstreamCorrelatedSceneGraph);\n }\n else {\n return this[$correlateOriginalThreeGLTF](threeGLTF);\n }\n }\n static [$correlateOriginalThreeGLTF](threeGLTF) {\n const gltf = threeGLTF.parser.json;\n const associations = threeGLTF.parser.associations;\n const gltfElementMap = new Map();\n const defaultMaterial = { name: 'Default' };\n const defaultReference = { type: 'materials', index: -1 };\n for (const threeMaterial of associations.keys()) {\n // Note: GLTFLoader creates a \"default\" material that has no\n // corresponding glTF element in the case that no materials are\n // specified in the source glTF. In this case we append a default\n // material to allow this to be operated upon.\n if (threeMaterial instanceof Material$1 &&\n associations.get(threeMaterial) == null) {\n if (defaultReference.index < 0) {\n if (gltf.materials == null) {\n gltf.materials = [];\n }\n defaultReference.index = gltf.materials.length;\n gltf.materials.push(defaultMaterial);\n }\n threeMaterial.name = defaultMaterial.name;\n associations.set(threeMaterial, { materials: defaultReference.index });\n }\n }\n // Creates a reverse look up map (gltf-object to Three-object)\n for (const [threeObject, gltfMappings] of associations) {\n if (gltfMappings) {\n const objWithUserData = threeObject;\n objWithUserData.userData = objWithUserData.userData || {};\n objWithUserData.userData.associations = gltfMappings;\n }\n for (const mapping in gltfMappings) {\n if (mapping != null && mapping !== 'primitives') {\n const type = mapping;\n const elementArray = gltf[type] || [];\n const gltfElement = elementArray[gltfMappings[type]];\n if (gltfElement == null) {\n // TODO: Maybe throw here...\n continue;\n }\n let threeObjects = gltfElementMap.get(gltfElement);\n if (threeObjects == null) {\n threeObjects = new Set();\n gltfElementMap.set(gltfElement, threeObjects);\n }\n threeObjects.add(threeObject);\n }\n }\n }\n return new CorrelatedSceneGraph(threeGLTF, gltf, associations, gltfElementMap);\n }\n /**\n * Transfers the association between a raw glTF and a Three.js scene graph\n * to a clone of the Three.js scene graph, resolved as a new\n * CorrelatedSceneGraph instance.\n */\n static [$correlateCloneThreeGLTF](cloneThreeGLTF, upstreamCorrelatedSceneGraph) {\n const originalThreeGLTF = upstreamCorrelatedSceneGraph.threeGLTF;\n const originalGLTF = upstreamCorrelatedSceneGraph.gltf;\n const cloneGLTF = JSON.parse(JSON.stringify(originalGLTF));\n const cloneThreeObjectMap = new Map();\n const cloneGLTFElementMap = new Map();\n for (let i = 0; i < originalThreeGLTF.scenes.length; i++) {\n this[$parallelTraverseThreeScene](originalThreeGLTF.scenes[i], cloneThreeGLTF.scenes[i], (object, cloneObject) => {\n const elementReference = upstreamCorrelatedSceneGraph.threeObjectMap.get(object);\n if (elementReference == null) {\n return;\n }\n for (const mapping in elementReference) {\n if (mapping != null && mapping !== 'primitives') {\n const type = mapping;\n const index = elementReference[type];\n const cloneElement = cloneGLTF[type][index];\n const mappings = cloneThreeObjectMap.get(cloneObject) || {};\n mappings[type] = index;\n cloneThreeObjectMap.set(cloneObject, mappings);\n const cloneObjects = cloneGLTFElementMap.get(cloneElement) || new Set();\n cloneObjects.add(cloneObject);\n cloneGLTFElementMap.set(cloneElement, cloneObjects);\n }\n }\n });\n }\n return new CorrelatedSceneGraph(cloneThreeGLTF, cloneGLTF, cloneThreeObjectMap, cloneGLTFElementMap);\n }\n /**\n * Traverses two presumably identical Three.js scenes, and invokes a\n * callback for each Object3D or Material encountered, including the initial\n * scene. Adapted from\n * https://github.com/mrdoob/three.js/blob/7c1424c5819ab622a346dd630ee4e6431388021e/examples/jsm/utils/SkeletonUtils.js#L586-L596\n */\n static [$parallelTraverseThreeScene](sceneOne, sceneTwo, callback) {\n const isMesh = (object) => {\n return object.isMesh;\n };\n const traverse = (a, b) => {\n callback(a, b);\n if (a.isObject3D) {\n if (isMesh(a)) {\n if (Array.isArray(a.material)) {\n for (let i = 0; i < a.material.length; ++i) {\n traverse(a.material[i], b.material[i]);\n }\n }\n else {\n traverse(a.material, b.material);\n }\n }\n for (let i = 0; i < a.children.length; ++i) {\n traverse(a.children[i], b.children[i]);\n }\n }\n };\n traverse(sceneOne, sceneTwo);\n }\n /**\n * The source Three.js GLTF result given to us by a Three.js GLTFLoader.\n */\n get threeGLTF() {\n return this[$threeGLTF];\n }\n /**\n * The in-memory deserialized source glTF.\n */\n get gltf() {\n return this[$gltf];\n }\n /**\n * A Map of glTF element references to arrays of corresponding Three.js\n * object references. Three.js objects are kept in arrays to account for\n * cases where more than one Three.js object corresponds to a single glTF\n * element.\n */\n get gltfElementMap() {\n return this[$gltfElementMap];\n }\n /**\n * A map of individual Three.js objects to corresponding elements in the\n * source glTF.\n */\n get threeObjectMap() {\n return this[$threeObjectMap];\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst $correlatedSceneGraph$1 = Symbol('correlatedSceneGraph');\n/**\n * This specialization of GLTFInstance collects all of the processing needed\n * to prepare a model and to clone it making special considerations for\n * use cases.\n */\nclass ModelViewerGLTFInstance extends GLTFInstance {\n /**\n * @override\n */\n static [$prepare](source) {\n const prepared = super[$prepare](source);\n if (prepared[$correlatedSceneGraph$1] == null) {\n prepared[$correlatedSceneGraph$1] = CorrelatedSceneGraph.from(prepared);\n }\n const { scene } = prepared;\n const nullSphere = new Sphere(undefined, Infinity);\n scene.traverse((node) => {\n // Set a high renderOrder while we're here to ensure the model\n // always renders on top of the sky sphere\n node.renderOrder = 1000;\n // Three.js seems to cull some animated models incorrectly. Since we\n // expect to view our whole scene anyway, we turn off the frustum\n // culling optimization here.\n node.frustumCulled = false;\n // Animations for objects without names target their UUID instead. When\n // objects are cloned, they get new UUIDs which the animation can't\n // find. To fix this, we assign their UUID as their name.\n if (!node.name) {\n node.name = node.uuid;\n }\n const mesh = node;\n if (mesh.isMesh) {\n const { geometry } = mesh;\n mesh.castShadow = true;\n if (mesh.isSkinnedMesh) {\n // Akin to disabling frustum culling above, we have to also manually\n // disable the bounds to make raycasting correct for skinned meshes.\n geometry.boundingSphere = nullSphere;\n // The bounding box is set in GLTFLoader by the accessor bounds, which\n // are not updated with animation.\n geometry.boundingBox = null;\n }\n const material = mesh.material;\n if (material.isMeshBasicMaterial === true) {\n material.toneMapped = false;\n }\n // This makes shadows better for non-manifold meshes\n material.shadowSide = FrontSide;\n // Fixes an edge case with unused extra UV-coords being incorrectly\n // referenced by three.js; remove when\n // https://github.com/mrdoob/three.js/pull/23974 is merged.\n if (material.aoMap) {\n const { gltf, threeObjectMap } = prepared[$correlatedSceneGraph$1];\n const gltfRef = threeObjectMap.get(material);\n if (gltf.materials != null && gltfRef != null &&\n gltfRef.materials != null) {\n const gltfMaterial = gltf.materials[gltfRef.materials];\n if (gltfMaterial.occlusionTexture &&\n gltfMaterial.occlusionTexture.texCoord === 0 &&\n geometry.attributes.uv != null) {\n geometry.setAttribute('uv2', geometry.attributes.uv);\n }\n }\n }\n }\n });\n return prepared;\n }\n get correlatedSceneGraph() {\n return this[$preparedGLTF][$correlatedSceneGraph$1];\n }\n /**\n * @override\n */\n [$clone]() {\n const clone = super[$clone]();\n const sourceUUIDToClonedMaterial = new Map();\n clone.scene.traverse((node) => {\n // Materials aren't cloned when cloning meshes; geometry\n // and materials are copied by reference. This is necessary\n // for the same model to be used twice with different\n // scene-graph operations.\n if (node.isMesh) {\n const mesh = node;\n const material = mesh.material;\n if (material != null) {\n if (sourceUUIDToClonedMaterial.has(material.uuid)) {\n mesh.material = sourceUUIDToClonedMaterial.get(material.uuid);\n return;\n }\n mesh.material = material.clone();\n sourceUUIDToClonedMaterial.set(material.uuid, mesh.material);\n }\n }\n });\n // Cross-correlate the scene graph by relying on information in the\n // current scene graph; without this step, relationships between the\n // Three.js object graph and the glTF scene graph will be lost.\n clone[$correlatedSceneGraph$1] =\n CorrelatedSceneGraph.from(clone, this.correlatedSceneGraph);\n return clone;\n }\n}\n\n// https://github.com/mrdoob/three.js/issues/5552\n// http://en.wikipedia.org/wiki/RGBE_image_format\n\nclass RGBELoader extends DataTextureLoader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.type = HalfFloatType;\n\n\t}\n\n\t// adapted from http://www.graphics.cornell.edu/~bjw/rgbe.html\n\n\tparse( buffer ) {\n\n\t\tconst\n\t\t\t/* return codes for rgbe routines */\n\t\t\t//RGBE_RETURN_SUCCESS = 0,\n\t\t\tRGBE_RETURN_FAILURE = - 1,\n\n\t\t\t/* default error routine. change this to change error handling */\n\t\t\trgbe_read_error = 1,\n\t\t\trgbe_write_error = 2,\n\t\t\trgbe_format_error = 3,\n\t\t\trgbe_memory_error = 4,\n\t\t\trgbe_error = function ( rgbe_error_code, msg ) {\n\n\t\t\t\tswitch ( rgbe_error_code ) {\n\n\t\t\t\t\tcase rgbe_read_error: console.error( 'THREE.RGBELoader Read Error: ' + ( msg || '' ) );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase rgbe_write_error: console.error( 'THREE.RGBELoader Write Error: ' + ( msg || '' ) );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase rgbe_format_error: console.error( 'THREE.RGBELoader Bad File Format: ' + ( msg || '' ) );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\tcase rgbe_memory_error: console.error( 'THREE.RGBELoader: Error: ' + ( msg || '' ) );\n\n\t\t\t\t}\n\n\t\t\t\treturn RGBE_RETURN_FAILURE;\n\n\t\t\t},\n\n\t\t\t/* offsets to red, green, and blue components in a data (float) pixel */\n\t\t\t//RGBE_DATA_RED = 0,\n\t\t\t//RGBE_DATA_GREEN = 1,\n\t\t\t//RGBE_DATA_BLUE = 2,\n\n\t\t\t/* number of floats per pixel, use 4 since stored in rgba image format */\n\t\t\t//RGBE_DATA_SIZE = 4,\n\n\t\t\t/* flags indicating which fields in an rgbe_header_info are valid */\n\t\t\tRGBE_VALID_PROGRAMTYPE = 1,\n\t\t\tRGBE_VALID_FORMAT = 2,\n\t\t\tRGBE_VALID_DIMENSIONS = 4,\n\n\t\t\tNEWLINE = '\\n',\n\n\t\t\tfgets = function ( buffer, lineLimit, consume ) {\n\n\t\t\t\tconst chunkSize = 128;\n\n\t\t\t\tlineLimit = ! lineLimit ? 1024 : lineLimit;\n\t\t\t\tlet p = buffer.pos,\n\t\t\t\t\ti = - 1, len = 0, s = '',\n\t\t\t\t\tchunk = String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );\n\n\t\t\t\twhile ( ( 0 > ( i = chunk.indexOf( NEWLINE ) ) ) && ( len < lineLimit ) && ( p < buffer.byteLength ) ) {\n\n\t\t\t\t\ts += chunk; len += chunk.length;\n\t\t\t\t\tp += chunkSize;\n\t\t\t\t\tchunk += String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( - 1 < i ) {\n\n\t\t\t\t\t/*for (i=l-1; i>=0; i--) {\n\t\t\t\t\t\tbyteCode = m.charCodeAt(i);\n\t\t\t\t\t\tif (byteCode > 0x7f && byteCode <= 0x7ff) byteLen++;\n\t\t\t\t\t\telse if (byteCode > 0x7ff && byteCode <= 0xffff) byteLen += 2;\n\t\t\t\t\t\tif (byteCode >= 0xDC00 && byteCode <= 0xDFFF) i--; //trail surrogate\n\t\t\t\t\t}*/\n\t\t\t\t\tif ( false !== consume ) buffer.pos += len + i + 1;\n\t\t\t\t\treturn s + chunk.slice( 0, i );\n\n\t\t\t\t}\n\n\t\t\t\treturn false;\n\n\t\t\t},\n\n\t\t\t/* minimal header reading. modify if you want to parse more information */\n\t\t\tRGBE_ReadHeader = function ( buffer ) {\n\n\n\t\t\t\t// regexes to parse header info fields\n\t\t\t\tconst magic_token_re = /^#\\?(\\S+)/,\n\t\t\t\t\tgamma_re = /^\\s*GAMMA\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/,\n\t\t\t\t\texposure_re = /^\\s*EXPOSURE\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/,\n\t\t\t\t\tformat_re = /^\\s*FORMAT=(\\S+)\\s*$/,\n\t\t\t\t\tdimensions_re = /^\\s*\\-Y\\s+(\\d+)\\s+\\+X\\s+(\\d+)\\s*$/,\n\n\t\t\t\t\t// RGBE format header struct\n\t\t\t\t\theader = {\n\n\t\t\t\t\t\tvalid: 0, /* indicate which fields are valid */\n\n\t\t\t\t\t\tstring: '', /* the actual header string */\n\n\t\t\t\t\t\tcomments: '', /* comments found in header */\n\n\t\t\t\t\t\tprogramtype: 'RGBE', /* listed at beginning of file to identify it after \"#?\". defaults to \"RGBE\" */\n\n\t\t\t\t\t\tformat: '', /* RGBE format, default 32-bit_rle_rgbe */\n\n\t\t\t\t\t\tgamma: 1.0, /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */\n\n\t\t\t\t\t\texposure: 1.0, /* a value of 1.0 in an image corresponds to watts/steradian/m^2. defaults to 1.0 */\n\n\t\t\t\t\t\twidth: 0, height: 0 /* image dimensions, width/height */\n\n\t\t\t\t\t};\n\n\t\t\t\tlet line, match;\n\n\t\t\t\tif ( buffer.pos >= buffer.byteLength || ! ( line = fgets( buffer ) ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_read_error, 'no header found' );\n\n\t\t\t\t}\n\n\t\t\t\t/* if you want to require the magic token then uncomment the next line */\n\t\t\t\tif ( ! ( match = line.match( magic_token_re ) ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'bad initial token' );\n\n\t\t\t\t}\n\n\t\t\t\theader.valid |= RGBE_VALID_PROGRAMTYPE;\n\t\t\t\theader.programtype = match[ 1 ];\n\t\t\t\theader.string += line + '\\n';\n\n\t\t\t\twhile ( true ) {\n\n\t\t\t\t\tline = fgets( buffer );\n\t\t\t\t\tif ( false === line ) break;\n\t\t\t\t\theader.string += line + '\\n';\n\n\t\t\t\t\tif ( '#' === line.charAt( 0 ) ) {\n\n\t\t\t\t\t\theader.comments += line + '\\n';\n\t\t\t\t\t\tcontinue; // comment line\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( gamma_re ) ) {\n\n\t\t\t\t\t\theader.gamma = parseFloat( match[ 1 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( exposure_re ) ) {\n\n\t\t\t\t\t\theader.exposure = parseFloat( match[ 1 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( format_re ) ) {\n\n\t\t\t\t\t\theader.valid |= RGBE_VALID_FORMAT;\n\t\t\t\t\t\theader.format = match[ 1 ];//'32-bit_rle_rgbe';\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( match = line.match( dimensions_re ) ) {\n\n\t\t\t\t\t\theader.valid |= RGBE_VALID_DIMENSIONS;\n\t\t\t\t\t\theader.height = parseInt( match[ 1 ], 10 );\n\t\t\t\t\t\theader.width = parseInt( match[ 2 ], 10 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( header.valid & RGBE_VALID_FORMAT ) && ( header.valid & RGBE_VALID_DIMENSIONS ) ) break;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! ( header.valid & RGBE_VALID_FORMAT ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'missing format specifier' );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! ( header.valid & RGBE_VALID_DIMENSIONS ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'missing image size specifier' );\n\n\t\t\t\t}\n\n\t\t\t\treturn header;\n\n\t\t\t},\n\n\t\t\tRGBE_ReadPixels_RLE = function ( buffer, w, h ) {\n\n\t\t\t\tconst scanline_width = w;\n\n\t\t\t\tif (\n\t\t\t\t\t// run length encoding is not allowed so read flat\n\t\t\t\t\t( ( scanline_width < 8 ) || ( scanline_width > 0x7fff ) ) ||\n\t\t\t\t\t// this file is not run length encoded\n\t\t\t\t\t( ( 2 !== buffer[ 0 ] ) || ( 2 !== buffer[ 1 ] ) || ( buffer[ 2 ] & 0x80 ) )\n\t\t\t\t) {\n\n\t\t\t\t\t// return the flat buffer\n\t\t\t\t\treturn new Uint8Array( buffer );\n\n\t\t\t\t}\n\n\t\t\t\tif ( scanline_width !== ( ( buffer[ 2 ] << 8 ) | buffer[ 3 ] ) ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'wrong scanline width' );\n\n\t\t\t\t}\n\n\t\t\t\tconst data_rgba = new Uint8Array( 4 * w * h );\n\n\t\t\t\tif ( ! data_rgba.length ) {\n\n\t\t\t\t\treturn rgbe_error( rgbe_memory_error, 'unable to allocate buffer space' );\n\n\t\t\t\t}\n\n\t\t\t\tlet offset = 0, pos = 0;\n\n\t\t\t\tconst ptr_end = 4 * scanline_width;\n\t\t\t\tconst rgbeStart = new Uint8Array( 4 );\n\t\t\t\tconst scanline_buffer = new Uint8Array( ptr_end );\n\t\t\t\tlet num_scanlines = h;\n\n\t\t\t\t// read in each successive scanline\n\t\t\t\twhile ( ( num_scanlines > 0 ) && ( pos < buffer.byteLength ) ) {\n\n\t\t\t\t\tif ( pos + 4 > buffer.byteLength ) {\n\n\t\t\t\t\t\treturn rgbe_error( rgbe_read_error );\n\n\t\t\t\t\t}\n\n\t\t\t\t\trgbeStart[ 0 ] = buffer[ pos ++ ];\n\t\t\t\t\trgbeStart[ 1 ] = buffer[ pos ++ ];\n\t\t\t\t\trgbeStart[ 2 ] = buffer[ pos ++ ];\n\t\t\t\t\trgbeStart[ 3 ] = buffer[ pos ++ ];\n\n\t\t\t\t\tif ( ( 2 != rgbeStart[ 0 ] ) || ( 2 != rgbeStart[ 1 ] ) || ( ( ( rgbeStart[ 2 ] << 8 ) | rgbeStart[ 3 ] ) != scanline_width ) ) {\n\n\t\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'bad rgbe scanline format' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// read each of the four channels for the scanline into the buffer\n\t\t\t\t\t// first red, then green, then blue, then exponent\n\t\t\t\t\tlet ptr = 0, count;\n\n\t\t\t\t\twhile ( ( ptr < ptr_end ) && ( pos < buffer.byteLength ) ) {\n\n\t\t\t\t\t\tcount = buffer[ pos ++ ];\n\t\t\t\t\t\tconst isEncodedRun = count > 128;\n\t\t\t\t\t\tif ( isEncodedRun ) count -= 128;\n\n\t\t\t\t\t\tif ( ( 0 === count ) || ( ptr + count > ptr_end ) ) {\n\n\t\t\t\t\t\t\treturn rgbe_error( rgbe_format_error, 'bad scanline data' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( isEncodedRun ) {\n\n\t\t\t\t\t\t\t// a (encoded) run of the same value\n\t\t\t\t\t\t\tconst byteValue = buffer[ pos ++ ];\n\t\t\t\t\t\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\t\t\t\t\t\tscanline_buffer[ ptr ++ ] = byteValue;\n\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t//ptr += count;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// a literal-run\n\t\t\t\t\t\t\tscanline_buffer.set( buffer.subarray( pos, pos + count ), ptr );\n\t\t\t\t\t\t\tptr += count; pos += count;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\t// now convert data from buffer into rgba\n\t\t\t\t\t// first red, then green, then blue, then exponent (alpha)\n\t\t\t\t\tconst l = scanline_width; //scanline_buffer.byteLength;\n\t\t\t\t\tfor ( let i = 0; i < l; i ++ ) {\n\n\t\t\t\t\t\tlet off = 0;\n\t\t\t\t\t\tdata_rgba[ offset ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toff += scanline_width; //1;\n\t\t\t\t\t\tdata_rgba[ offset + 1 ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toff += scanline_width; //1;\n\t\t\t\t\t\tdata_rgba[ offset + 2 ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toff += scanline_width; //1;\n\t\t\t\t\t\tdata_rgba[ offset + 3 ] = scanline_buffer[ i + off ];\n\t\t\t\t\t\toffset += 4;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnum_scanlines --;\n\n\t\t\t\t}\n\n\t\t\t\treturn data_rgba;\n\n\t\t\t};\n\n\t\tconst RGBEByteToRGBFloat = function ( sourceArray, sourceOffset, destArray, destOffset ) {\n\n\t\t\tconst e = sourceArray[ sourceOffset + 3 ];\n\t\t\tconst scale = Math.pow( 2.0, e - 128.0 ) / 255.0;\n\n\t\t\tdestArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale;\n\t\t\tdestArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale;\n\t\t\tdestArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale;\n\t\t\tdestArray[ destOffset + 3 ] = 1;\n\n\t\t};\n\n\t\tconst RGBEByteToRGBHalf = function ( sourceArray, sourceOffset, destArray, destOffset ) {\n\n\t\t\tconst e = sourceArray[ sourceOffset + 3 ];\n\t\t\tconst scale = Math.pow( 2.0, e - 128.0 ) / 255.0;\n\n\t\t\t// clamping to 65504, the maximum representable value in float16\n\t\t\tdestArray[ destOffset + 0 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 0 ] * scale, 65504 ) );\n\t\t\tdestArray[ destOffset + 1 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 1 ] * scale, 65504 ) );\n\t\t\tdestArray[ destOffset + 2 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 2 ] * scale, 65504 ) );\n\t\t\tdestArray[ destOffset + 3 ] = DataUtils.toHalfFloat( 1 );\n\n\t\t};\n\n\t\tconst byteArray = new Uint8Array( buffer );\n\t\tbyteArray.pos = 0;\n\t\tconst rgbe_header_info = RGBE_ReadHeader( byteArray );\n\n\t\tif ( RGBE_RETURN_FAILURE !== rgbe_header_info ) {\n\n\t\t\tconst w = rgbe_header_info.width,\n\t\t\t\th = rgbe_header_info.height,\n\t\t\t\timage_rgba_data = RGBE_ReadPixels_RLE( byteArray.subarray( byteArray.pos ), w, h );\n\n\t\t\tif ( RGBE_RETURN_FAILURE !== image_rgba_data ) {\n\n\t\t\t\tlet data, type;\n\t\t\t\tlet numElements;\n\n\t\t\t\tswitch ( this.type ) {\n\n\t\t\t\t\tcase FloatType:\n\n\t\t\t\t\t\tnumElements = image_rgba_data.length / 4;\n\t\t\t\t\t\tconst floatArray = new Float32Array( numElements * 4 );\n\n\t\t\t\t\t\tfor ( let j = 0; j < numElements; j ++ ) {\n\n\t\t\t\t\t\t\tRGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 4 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdata = floatArray;\n\t\t\t\t\t\ttype = FloatType;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase HalfFloatType:\n\n\t\t\t\t\t\tnumElements = image_rgba_data.length / 4;\n\t\t\t\t\t\tconst halfArray = new Uint16Array( numElements * 4 );\n\n\t\t\t\t\t\tfor ( let j = 0; j < numElements; j ++ ) {\n\n\t\t\t\t\t\t\tRGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 4 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdata = halfArray;\n\t\t\t\t\t\ttype = HalfFloatType;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.error( 'THREE.RGBELoader: unsupported type: ', this.type );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\treturn {\n\t\t\t\t\twidth: w, height: h,\n\t\t\t\t\tdata: data,\n\t\t\t\t\theader: rgbe_header_info.string,\n\t\t\t\t\tgamma: rgbe_header_info.gamma,\n\t\t\t\t\texposure: rgbe_header_info.exposure,\n\t\t\t\t\ttype: type\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tsetDataType( value ) {\n\n\t\tthis.type = value;\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tfunction onLoadCallback( texture, texData ) {\n\n\t\t\tswitch ( texture.type ) {\n\n\t\t\t\tcase FloatType:\n\t\t\t\tcase HalfFloatType:\n\n\t\t\t\t\ttexture.encoding = LinearEncoding;\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\t\ttexture.flipY = true;\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}\n\n\t\treturn super.load( url, onLoadCallback, onProgress, onError );\n\n\t}\n\n}\n\n/* @license\n * Copyright 2021 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nclass EnvironmentScene extends Scene {\n constructor() {\n super();\n this.position.y = -3.5;\n const geometry = new BoxGeometry();\n geometry.deleteAttribute('uv');\n const roomMaterial = new MeshStandardMaterial({ metalness: 0, side: BackSide });\n const boxMaterial = new MeshStandardMaterial({ metalness: 0 });\n const mainLight = new PointLight(0xffffff, 500.0, 28, 2);\n mainLight.position.set(0.418, 16.199, 0.300);\n this.add(mainLight);\n const room = new Mesh(geometry, roomMaterial);\n room.position.set(-0.757, 13.219, 0.717);\n room.scale.set(31.713, 28.305, 28.591);\n this.add(room);\n const box1 = new Mesh(geometry, boxMaterial);\n box1.position.set(-10.906, 2.009, 1.846);\n box1.rotation.set(0, -0.195, 0);\n box1.scale.set(2.328, 7.905, 4.651);\n this.add(box1);\n const box2 = new Mesh(geometry, boxMaterial);\n box2.position.set(-5.607, -0.754, -0.758);\n box2.rotation.set(0, 0.994, 0);\n box2.scale.set(1.970, 1.534, 3.955);\n this.add(box2);\n const box3 = new Mesh(geometry, boxMaterial);\n box3.position.set(6.167, 0.857, 7.803);\n box3.rotation.set(0, 0.561, 0);\n box3.scale.set(3.927, 6.285, 3.687);\n this.add(box3);\n const box4 = new Mesh(geometry, boxMaterial);\n box4.position.set(-2.017, 0.018, 6.124);\n box4.rotation.set(0, 0.333, 0);\n box4.scale.set(2.002, 4.566, 2.064);\n this.add(box4);\n const box5 = new Mesh(geometry, boxMaterial);\n box5.position.set(2.291, -0.756, -2.621);\n box5.rotation.set(0, -0.286, 0);\n box5.scale.set(1.546, 1.552, 1.496);\n this.add(box5);\n const box6 = new Mesh(geometry, boxMaterial);\n box6.position.set(-2.193, -0.369, -5.547);\n box6.rotation.set(0, 0.516, 0);\n box6.scale.set(3.875, 3.487, 2.986);\n this.add(box6);\n // -x right\n const light1 = new Mesh(geometry, this.createAreaLightMaterial(50));\n light1.position.set(-16.116, 14.37, 8.208);\n light1.scale.set(0.1, 2.428, 2.739);\n this.add(light1);\n // -x left\n const light2 = new Mesh(geometry, this.createAreaLightMaterial(50));\n light2.position.set(-16.109, 18.021, -8.207);\n light2.scale.set(0.1, 2.425, 2.751);\n this.add(light2);\n // +x\n const light3 = new Mesh(geometry, this.createAreaLightMaterial(17));\n light3.position.set(14.904, 12.198, -1.832);\n light3.scale.set(0.15, 4.265, 6.331);\n this.add(light3);\n // +z\n const light4 = new Mesh(geometry, this.createAreaLightMaterial(43));\n light4.position.set(-0.462, 8.89, 14.520);\n light4.scale.set(4.38, 5.441, 0.088);\n this.add(light4);\n // -z\n const light5 = new Mesh(geometry, this.createAreaLightMaterial(20));\n light5.position.set(3.235, 11.486, -12.541);\n light5.scale.set(2.5, 2.0, 0.1);\n this.add(light5);\n // +y\n const light6 = new Mesh(geometry, this.createAreaLightMaterial(100));\n light6.position.set(0.0, 20.0, 0.0);\n light6.scale.set(1.0, 0.1, 1.0);\n this.add(light6);\n }\n createAreaLightMaterial(intensity) {\n const material = new MeshBasicMaterial();\n material.color.setScalar(intensity);\n return material;\n }\n}\n\n/* @license\n * Copyright 2021 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nclass EnvironmentSceneAlt extends Scene {\n constructor() {\n super();\n this.position.y = -3.5;\n const geometry = new BoxGeometry();\n geometry.deleteAttribute('uv');\n const roomMaterial = new MeshStandardMaterial({ metalness: 0, side: BackSide });\n const boxMaterial = new MeshStandardMaterial({ metalness: 0 });\n const mainLight = new PointLight(0xffffff, 400.0, 28, 2);\n mainLight.position.set(0.5, 14.0, 0.5);\n this.add(mainLight);\n const room = new Mesh(geometry, roomMaterial);\n room.position.set(0.0, 13.2, 0.0);\n room.scale.set(31.5, 28.5, 31.5);\n this.add(room);\n const box1 = new Mesh(geometry, boxMaterial);\n box1.position.set(-10.906, -1.0, 1.846);\n box1.rotation.set(0, -0.195, 0);\n box1.scale.set(2.328, 7.905, 4.651);\n this.add(box1);\n const box2 = new Mesh(geometry, boxMaterial);\n box2.position.set(-5.607, -0.754, -0.758);\n box2.rotation.set(0, 0.994, 0);\n box2.scale.set(1.970, 1.534, 3.955);\n this.add(box2);\n const box3 = new Mesh(geometry, boxMaterial);\n box3.position.set(6.167, -0.16, 7.803);\n box3.rotation.set(0, 0.561, 0);\n box3.scale.set(3.927, 6.285, 3.687);\n this.add(box3);\n const box4 = new Mesh(geometry, boxMaterial);\n box4.position.set(-2.017, 0.018, 6.124);\n box4.rotation.set(0, 0.333, 0);\n box4.scale.set(2.002, 4.566, 2.064);\n this.add(box4);\n const box5 = new Mesh(geometry, boxMaterial);\n box5.position.set(2.291, -0.756, -2.621);\n box5.rotation.set(0, -0.286, 0);\n box5.scale.set(1.546, 1.552, 1.496);\n this.add(box5);\n const box6 = new Mesh(geometry, boxMaterial);\n box6.position.set(-2.193, -0.369, -5.547);\n box6.rotation.set(0, 0.516, 0);\n box6.scale.set(3.875, 3.487, 2.986);\n this.add(box6);\n // -x_left\n const light1 = new Mesh(geometry, this.createAreaLightMaterial(80));\n light1.position.set(-14.0, 10.0, 8.0);\n light1.scale.set(0.1, 2.5, 2.5);\n this.add(light1);\n // -x_right\n const light2 = new Mesh(geometry, this.createAreaLightMaterial(80));\n light2.position.set(-14.0, 14.0, -4.0);\n light2.scale.set(0.1, 2.5, 2.5);\n this.add(light2);\n // +x only on light\n const light3 = new Mesh(geometry, this.createAreaLightMaterial(23));\n light3.position.set(14.0, 12.0, 0.0);\n light3.scale.set(0.1, 5.0, 5.0);\n this.add(light3);\n // +z\n const light4 = new Mesh(geometry, this.createAreaLightMaterial(16));\n light4.position.set(0.0, 9.0, 14.0);\n light4.scale.set(5.0, 5.0, 0.1);\n this.add(light4);\n // -z right\n const light5 = new Mesh(geometry, this.createAreaLightMaterial(80));\n light5.position.set(7.0, 8.0, -14.0);\n light5.scale.set(2.5, 2.5, 0.1);\n this.add(light5);\n // -z left\n const light6 = new Mesh(geometry, this.createAreaLightMaterial(80));\n light6.position.set(-7.0, 16.0, -14.0);\n light6.scale.set(2.5, 2.5, 0.1);\n this.add(light6);\n // +y\n const light7 = new Mesh(geometry, this.createAreaLightMaterial(1));\n light7.position.set(0.0, 20.0, 0.0);\n light7.scale.set(0.1, 0.1, 0.1);\n this.add(light7);\n }\n createAreaLightMaterial(intensity) {\n const material = new MeshBasicMaterial();\n material.color.setScalar(intensity);\n return material;\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst GENERATED_SIGMA = 0.04;\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\nconst HDR_FILE_RE = /\\.hdr(\\.js)?$/;\nclass TextureUtils extends EventDispatcher {\n constructor(threeRenderer) {\n super();\n this.threeRenderer = threeRenderer;\n this.lottieLoaderUrl = '';\n this.withCredentials = false;\n this._ldrLoader = null;\n this._hdrLoader = null;\n this._lottieLoader = null;\n this.generatedEnvironmentMap = null;\n this.generatedEnvironmentMapAlt = null;\n this.skyboxCache = new Map();\n this.blurMaterial = null;\n this.blurScene = null;\n }\n get ldrLoader() {\n if (this._ldrLoader == null) {\n this._ldrLoader = new TextureLoader();\n }\n this._ldrLoader.setWithCredentials(this.withCredentials);\n return this._ldrLoader;\n }\n get hdrLoader() {\n if (this._hdrLoader == null) {\n this._hdrLoader = new RGBELoader();\n this._hdrLoader.setDataType(HalfFloatType);\n }\n this._hdrLoader.setWithCredentials(this.withCredentials);\n return this._hdrLoader;\n }\n async getLottieLoader() {\n if (this._lottieLoader == null) {\n const { LottieLoader } = await import(this.lottieLoaderUrl);\n this._lottieLoader = new LottieLoader();\n }\n this._lottieLoader.setWithCredentials(this.withCredentials);\n return this._lottieLoader;\n }\n async loadImage(url) {\n const texture = await new Promise((resolve, reject) => this.ldrLoader.load(url, resolve, () => { }, reject));\n texture.name = url;\n texture.flipY = false;\n return texture;\n }\n async loadLottie(url, quality) {\n const loader = await this.getLottieLoader();\n loader.setQuality(quality);\n const texture = await new Promise((resolve, reject) => loader.load(url, resolve, () => { }, reject));\n texture.name = url;\n return texture;\n }\n async loadEquirect(url, progressCallback = () => { }) {\n try {\n const isHDR = HDR_FILE_RE.test(url);\n const loader = isHDR ? this.hdrLoader : this.ldrLoader;\n const texture = await new Promise((resolve, reject) => loader.load(url, resolve, (event) => {\n progressCallback(event.loaded / event.total * 0.9);\n }, reject));\n progressCallback(1.0);\n texture.name = url;\n texture.mapping = EquirectangularReflectionMapping;\n if (!isHDR) {\n texture.encoding = sRGBEncoding;\n }\n return texture;\n }\n finally {\n if (progressCallback) {\n progressCallback(1);\n }\n }\n }\n /**\n * Returns a { skybox, environmentMap } object with the targets/textures\n * accordingly. `skybox` is a WebGLRenderCubeTarget, and `environmentMap`\n * is a Texture from a WebGLRenderCubeTarget.\n */\n async generateEnvironmentMapAndSkybox(skyboxUrl = null, environmentMapUrl = null, progressCallback = () => { }) {\n const useAltEnvironment = environmentMapUrl !== 'legacy';\n if (environmentMapUrl === 'legacy' || environmentMapUrl === 'neutral') {\n environmentMapUrl = null;\n }\n environmentMapUrl = deserializeUrl(environmentMapUrl);\n let skyboxLoads = Promise.resolve(null);\n let environmentMapLoads;\n // If we have a skybox URL, attempt to load it as a cubemap\n if (!!skyboxUrl) {\n skyboxLoads = this.loadEquirectFromUrl(skyboxUrl, progressCallback);\n }\n if (!!environmentMapUrl) {\n // We have an available environment map URL\n environmentMapLoads =\n this.loadEquirectFromUrl(environmentMapUrl, progressCallback);\n }\n else if (!!skyboxUrl) {\n // Fallback to deriving the environment map from an available skybox\n environmentMapLoads =\n this.loadEquirectFromUrl(skyboxUrl, progressCallback);\n }\n else {\n // Fallback to generating the environment map\n environmentMapLoads = useAltEnvironment ?\n this.loadGeneratedEnvironmentMapAlt() :\n this.loadGeneratedEnvironmentMap();\n }\n const [environmentMap, skybox] = await Promise.all([environmentMapLoads, skyboxLoads]);\n if (environmentMap == null) {\n throw new Error('Failed to load environment map.');\n }\n return { environmentMap, skybox };\n }\n /**\n * Loads an equirect Texture from a given URL, for use as a skybox.\n */\n async loadEquirectFromUrl(url, progressCallback) {\n if (!this.skyboxCache.has(url)) {\n const skyboxMapLoads = this.loadEquirect(url, progressCallback);\n this.skyboxCache.set(url, skyboxMapLoads);\n }\n return this.skyboxCache.get(url);\n }\n async GenerateEnvironmentMap(scene, name) {\n await timePasses();\n const renderer = this.threeRenderer;\n const cubeTarget = new WebGLCubeRenderTarget(256, {\n generateMipmaps: false,\n type: HalfFloatType,\n format: RGBAFormat,\n encoding: LinearEncoding,\n depthBuffer: true\n });\n const cubeCamera = new CubeCamera(0.1, 100, cubeTarget);\n const generatedEnvironmentMap = cubeCamera.renderTarget.texture;\n generatedEnvironmentMap.name = name;\n const outputEncoding = renderer.outputEncoding;\n const toneMapping = renderer.toneMapping;\n renderer.toneMapping = NoToneMapping;\n renderer.outputEncoding = LinearEncoding;\n cubeCamera.update(renderer, scene);\n this.blurCubemap(cubeTarget, GENERATED_SIGMA);\n renderer.toneMapping = toneMapping;\n renderer.outputEncoding = outputEncoding;\n return generatedEnvironmentMap;\n }\n /**\n * Loads a dynamically generated environment map.\n */\n async loadGeneratedEnvironmentMap() {\n if (this.generatedEnvironmentMap == null) {\n this.generatedEnvironmentMap =\n this.GenerateEnvironmentMap(new EnvironmentScene(), 'legacy');\n }\n return this.generatedEnvironmentMap;\n }\n /**\n * Loads a dynamically generated environment map, designed to be neutral and\n * color-preserving. Shows less contrast around the different sides of the\n * object.\n */\n async loadGeneratedEnvironmentMapAlt() {\n if (this.generatedEnvironmentMapAlt == null) {\n this.generatedEnvironmentMapAlt =\n this.GenerateEnvironmentMap(new EnvironmentSceneAlt(), 'neutral');\n }\n return this.generatedEnvironmentMapAlt;\n }\n blurCubemap(cubeTarget, sigma) {\n if (this.blurMaterial == null) {\n this.blurMaterial = this.getBlurShader(MAX_SAMPLES);\n const box = new BoxGeometry();\n const blurMesh = new Mesh(box, this.blurMaterial);\n this.blurScene = new Scene();\n this.blurScene.add(blurMesh);\n }\n const tempTarget = cubeTarget.clone();\n this.halfblur(cubeTarget, tempTarget, sigma, 'latitudinal');\n this.halfblur(tempTarget, cubeTarget, sigma, 'longitudinal');\n // Disposing this target after we're done with it somehow corrupts Safari's\n // whole graphics driver. It's random, but occurs more frequently on\n // lower-powered GPUs (macbooks with intel graphics, older iPhones). It goes\n // beyond just messing up the PMREM, as it also occasionally causes\n // visible corruption on the canvas and even on the rest of the page.\n /** tempTarget.dispose(); */\n }\n halfblur(targetIn, targetOut, sigmaRadians, direction) {\n // Number of standard deviations at which to cut off the discrete\n // approximation.\n const STANDARD_DEVIATIONS = 3;\n const pixels = targetIn.width;\n const radiansPerPixel = isFinite(sigmaRadians) ?\n Math.PI / (2 * pixels) :\n 2 * Math.PI / (2 * MAX_SAMPLES - 1);\n const sigmaPixels = sigmaRadians / radiansPerPixel;\n const samples = isFinite(sigmaRadians) ?\n 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) :\n MAX_SAMPLES;\n if (samples > MAX_SAMPLES) {\n console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);\n }\n const weights = [];\n let sum = 0;\n for (let i = 0; i < MAX_SAMPLES; ++i) {\n const x = i / sigmaPixels;\n const weight = Math.exp(-x * x / 2);\n weights.push(weight);\n if (i == 0) {\n sum += weight;\n }\n else if (i < samples) {\n sum += 2 * weight;\n }\n }\n for (let i = 0; i < weights.length; i++) {\n weights[i] = weights[i] / sum;\n }\n const blurUniforms = this.blurMaterial.uniforms;\n blurUniforms['envMap'].value = targetIn.texture;\n blurUniforms['samples'].value = samples;\n blurUniforms['weights'].value = weights;\n blurUniforms['latitudinal'].value = direction === 'latitudinal';\n blurUniforms['dTheta'].value = radiansPerPixel;\n const cubeCamera = new CubeCamera(0.1, 100, targetOut);\n cubeCamera.update(this.threeRenderer, this.blurScene);\n }\n getBlurShader(maxSamples) {\n const weights = new Float32Array(maxSamples);\n const poleAxis = new Vector3(0, 1, 0);\n const shaderMaterial = new ShaderMaterial({\n name: 'SphericalGaussianBlur',\n defines: { 'n': maxSamples },\n uniforms: {\n 'envMap': { value: null },\n 'samples': { value: 1 },\n 'weights': { value: weights },\n 'latitudinal': { value: false },\n 'dTheta': { value: 0 },\n 'poleAxis': { value: poleAxis }\n },\n vertexShader: /* glsl */ `\n \n varying vec3 vOutputDirection;\n \n void main() {\n \n vOutputDirection = vec3( position );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \n }\n `,\n fragmentShader: /* glsl */ `\n varying vec3 vOutputDirection;\n \n uniform samplerCube envMap;\n uniform int samples;\n uniform float weights[ n ];\n uniform bool latitudinal;\n uniform float dTheta;\n uniform vec3 poleAxis;\n \n vec3 getSample( float theta, vec3 axis ) {\n \n float cosTheta = cos( theta );\n // Rodrigues' axis-angle rotation\n vec3 sampleDirection = vOutputDirection * cosTheta\n + cross( axis, vOutputDirection ) * sin( theta )\n + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n \n return vec3( textureCube( envMap, sampleDirection ) );\n \n }\n \n void main() {\n \n vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n \n if ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n \n axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n \n }\n \n axis = normalize( axis );\n \n gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n \n for ( int i = 1; i < n; i++ ) {\n \n if ( i >= samples ) {\n \n break;\n \n }\n \n float theta = dTheta * float( i );\n gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n \n }\n }\n `,\n blending: NoBlending,\n depthTest: false,\n depthWrite: false,\n side: BackSide\n });\n return shaderMaterial;\n }\n async dispose() {\n for (const [, promise] of this.skyboxCache) {\n const skybox = await promise;\n skybox.dispose();\n }\n if (this.generatedEnvironmentMap != null) {\n (await this.generatedEnvironmentMap).dispose();\n this.generatedEnvironmentMap = null;\n }\n if (this.generatedEnvironmentMapAlt != null) {\n (await this.generatedEnvironmentMapAlt).dispose();\n this.generatedEnvironmentMapAlt = null;\n }\n if (this.blurMaterial != null) {\n this.blurMaterial.dispose();\n }\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// Between 0 and 1: larger means the average responds faster and is less smooth.\nconst DURATION_DECAY = 0.2;\nconst LOW_FRAME_DURATION_MS = 40;\nconst HIGH_FRAME_DURATION_MS = 60;\nconst MAX_AVG_CHANGE_MS = 5;\nconst SCALE_STEPS = [1, 0.79, 0.62, 0.5, 0.4, 0.31, 0.25];\nconst DEFAULT_LAST_STEP = 3;\nconst DEFAULT_POWER_PREFERENCE = 'high-performance';\n/**\n * Registers canvases with Canvas2DRenderingContexts and renders them\n * all in the same WebGLRenderingContext, spitting out textures to apply\n * to the canvases. Creates a fullscreen WebGL canvas that is not added\n * to the DOM, and on each frame, renders each registered canvas on a portion\n * of the WebGL canvas, and applies the texture on the registered canvas.\n *\n * In the future, can use ImageBitmapRenderingContext instead of\n * Canvas2DRenderingContext if supported for cheaper transferring of\n * the texture.\n */\nclass Renderer extends EventDispatcher {\n constructor(options) {\n super();\n this.loader = new CachingGLTFLoader(ModelViewerGLTFInstance);\n this.width = 0;\n this.height = 0;\n this.dpr = 1;\n this.debugger = null;\n this.scenes = new Set();\n this.multipleScenesVisible = false;\n this.lastTick = performance.now();\n this.renderedLastFrame = false;\n this.scaleStep = 0;\n this.lastStep = DEFAULT_LAST_STEP;\n this.avgFrameDuration = (HIGH_FRAME_DURATION_MS + LOW_FRAME_DURATION_MS) / 2;\n this.onWebGLContextLost = (event) => {\n this.dispatchEvent({ type: 'contextlost', sourceEvent: event });\n };\n this.onWebGLContextRestored = () => {\n var _a;\n (_a = this.textureUtils) === null || _a === void 0 ? void 0 : _a.dispose();\n this.textureUtils = new TextureUtils(this.threeRenderer);\n for (const scene of this.scenes) {\n scene.element[$updateEnvironment]();\n }\n };\n this.dpr = resolveDpr();\n this.canvas3D = document.createElement('canvas');\n this.canvas3D.id = 'webgl-canvas';\n this.canvas3D.classList.add('show');\n try {\n this.threeRenderer = new WebGLRenderer({\n canvas: this.canvas3D,\n alpha: true,\n antialias: true,\n powerPreference: options.powerPreference,\n preserveDrawingBuffer: true\n });\n this.threeRenderer.autoClear = true;\n this.threeRenderer.outputEncoding = sRGBEncoding;\n this.threeRenderer.physicallyCorrectLights = true;\n this.threeRenderer.setPixelRatio(1); // handle pixel ratio externally\n this.debugger = !!options.debug ? new Debugger(this) : null;\n this.threeRenderer.debug = { checkShaderErrors: !!this.debugger };\n // ACESFilmicToneMapping appears to be the most \"saturated\",\n // and similar to Filament's gltf-viewer.\n this.threeRenderer.toneMapping = ACESFilmicToneMapping;\n }\n catch (error) {\n console.warn(error);\n }\n this.arRenderer = new ARRenderer(this);\n this.textureUtils =\n this.canRender ? new TextureUtils(this.threeRenderer) : null;\n CachingGLTFLoader.initializeKTX2Loader(this.threeRenderer);\n this.canvas3D.addEventListener('webglcontextlost', this.onWebGLContextLost);\n this.canvas3D.addEventListener('webglcontextrestored', this.onWebGLContextRestored);\n this.updateRendererSize();\n }\n static get singleton() {\n return this._singleton;\n }\n static resetSingleton() {\n const elements = this._singleton.dispose();\n for (const element of elements) {\n element.disconnectedCallback();\n }\n this._singleton = new Renderer({\n powerPreference: (self.ModelViewerElement || {})\n .powerPreference ||\n DEFAULT_POWER_PREFERENCE,\n debug: isDebugMode()\n });\n for (const element of elements) {\n element.connectedCallback();\n }\n }\n get canRender() {\n return this.threeRenderer != null;\n }\n get scaleFactor() {\n return SCALE_STEPS[this.scaleStep];\n }\n set minScale(scale) {\n let i = 1;\n while (i < SCALE_STEPS.length) {\n if (SCALE_STEPS[i] < scale) {\n break;\n }\n ++i;\n }\n this.lastStep = i - 1;\n }\n registerScene(scene) {\n this.scenes.add(scene);\n scene.forceRescale();\n const size = new Vector2();\n this.threeRenderer.getSize(size);\n scene.canvas.width = size.x;\n scene.canvas.height = size.y;\n if (this.canRender && this.scenes.size > 0) {\n this.threeRenderer.setAnimationLoop((time, frame) => this.render(time, frame));\n }\n if (this.debugger != null) {\n this.debugger.addScene(scene);\n }\n }\n unregisterScene(scene) {\n this.scenes.delete(scene);\n if (this.canvas3D.parentElement === scene.canvas.parentElement) {\n scene.canvas.parentElement.removeChild(this.canvas3D);\n }\n if (this.canRender && this.scenes.size === 0) {\n this.threeRenderer.setAnimationLoop(null);\n }\n if (this.debugger != null) {\n this.debugger.removeScene(scene);\n }\n }\n displayCanvas(scene) {\n return this.multipleScenesVisible ? scene.element[$canvas] : this.canvas3D;\n }\n /**\n * The function enables an optimization, where when there is only a single\n * element, we can use the renderer's 3D canvas directly for\n * display. Otherwise we need to use the element's 2D canvas and copy the\n * renderer's result into it.\n */\n countVisibleScenes() {\n const { canvas3D } = this;\n let visibleScenes = 0;\n let canvas3DScene = null;\n for (const scene of this.scenes) {\n const { element } = scene;\n if (element.modelIsVisible && scene.externalRenderer == null) {\n ++visibleScenes;\n }\n if (canvas3D.parentElement === scene.canvas.parentElement) {\n canvas3DScene = scene;\n }\n }\n const multipleScenesVisible = visibleScenes > 1;\n if (canvas3DScene != null) {\n const newlyMultiple = multipleScenesVisible && !this.multipleScenesVisible;\n const disappearing = !canvas3DScene.element.modelIsVisible;\n if (newlyMultiple || disappearing) {\n const { width, height } = this.sceneSize(canvas3DScene);\n this.copyPixels(canvas3DScene, width, height);\n canvas3D.parentElement.removeChild(canvas3D);\n }\n }\n this.multipleScenesVisible = multipleScenesVisible;\n }\n /**\n * Updates the renderer's size based on the largest scene and any changes to\n * device pixel ratio.\n */\n updateRendererSize() {\n const dpr = resolveDpr();\n if (dpr !== this.dpr) {\n // If the device pixel ratio has changed due to page zoom, elements\n // specified by % width do not fire a resize event even though their CSS\n // pixel dimensions change, so we force them to update their size here.\n for (const scene of this.scenes) {\n const { element } = scene;\n element[$updateSize](element.getBoundingClientRect());\n }\n }\n // Make the renderer the size of the largest scene\n let width = 0;\n let height = 0;\n for (const scene of this.scenes) {\n width = Math.max(width, scene.width);\n height = Math.max(height, scene.height);\n }\n if (width === this.width && height === this.height && dpr === this.dpr) {\n return;\n }\n this.width = width;\n this.height = height;\n this.dpr = dpr;\n width = Math.ceil(width * dpr);\n height = Math.ceil(height * dpr);\n if (this.canRender) {\n this.threeRenderer.setSize(width, height, false);\n }\n // Each scene's canvas must match the renderer size. In general they can be\n // larger than the element that contains them, but the overflow is hidden\n // and only the portion that is shown is copied over.\n for (const scene of this.scenes) {\n const { canvas } = scene;\n canvas.width = width;\n canvas.height = height;\n scene.forceRescale();\n }\n }\n updateRendererScale(delta) {\n const scaleStep = this.scaleStep;\n this.avgFrameDuration += clamp(DURATION_DECAY * (delta - this.avgFrameDuration), -MAX_AVG_CHANGE_MS, MAX_AVG_CHANGE_MS);\n if (this.avgFrameDuration > HIGH_FRAME_DURATION_MS) {\n ++this.scaleStep;\n }\n else if (this.avgFrameDuration < LOW_FRAME_DURATION_MS && this.scaleStep > 0) {\n --this.scaleStep;\n }\n this.scaleStep = Math.min(this.scaleStep, this.lastStep);\n if (scaleStep !== this.scaleStep) {\n this.avgFrameDuration =\n (HIGH_FRAME_DURATION_MS + LOW_FRAME_DURATION_MS) / 2;\n }\n }\n shouldRender(scene) {\n if (!scene.shouldRender()) {\n // The first frame we stop rendering the scene (because it stops moving),\n // trigger one extra render at full scale.\n if (scene.scaleStep != 0) {\n scene.scaleStep = 0;\n this.rescaleCanvas(scene);\n }\n else {\n return false;\n }\n }\n else if (scene.scaleStep != this.scaleStep) {\n // Update render scale\n scene.scaleStep = this.scaleStep;\n this.rescaleCanvas(scene);\n }\n return true;\n }\n rescaleCanvas(scene) {\n const scale = SCALE_STEPS[scene.scaleStep];\n const width = Math.ceil(this.width / scale);\n const height = Math.ceil(this.height / scale);\n const { style } = scene.canvas;\n style.width = `${width}px`;\n style.height = `${height}px`;\n this.canvas3D.style.width = `${width}px`;\n this.canvas3D.style.height = `${height}px`;\n const renderedDpr = this.dpr * scale;\n const reason = scale < 1 ? 'GPU throttling' :\n this.dpr !== window.devicePixelRatio ? 'No meta viewport tag' :\n '';\n scene.element.dispatchEvent(new CustomEvent('render-scale', {\n detail: {\n reportedDpr: window.devicePixelRatio,\n renderedDpr: renderedDpr,\n minimumDpr: this.dpr * SCALE_STEPS[this.lastStep],\n pixelWidth: Math.ceil(scene.width * renderedDpr),\n pixelHeight: Math.ceil(scene.height * renderedDpr),\n reason: reason\n }\n }));\n }\n sceneSize(scene) {\n const { dpr } = this;\n const scaleFactor = SCALE_STEPS[scene.scaleStep];\n // We avoid using the Three.js PixelRatio and handle it ourselves here so\n // that we can do proper rounding and avoid white boundary pixels.\n const width = Math.min(Math.ceil(scene.width * scaleFactor * dpr), this.canvas3D.width);\n const height = Math.min(Math.ceil(scene.height * scaleFactor * dpr), this.canvas3D.height);\n return { width, height };\n }\n copyPixels(scene, width, height) {\n const context2D = scene.context;\n if (context2D == null) {\n console.log('could not acquire 2d context');\n return;\n }\n context2D.clearRect(0, 0, width, height);\n context2D.drawImage(this.canvas3D, 0, 0, width, height, 0, 0, width, height);\n scene.canvas.classList.add('show');\n }\n /**\n * Returns an array version of this.scenes where the non-visible ones are\n * first. This allows eager scenes to be rendered before they are visible,\n * without needing the multi-canvas render path.\n */\n orderedScenes() {\n const scenes = [];\n for (const visible of [false, true]) {\n for (const scene of this.scenes) {\n if (scene.element.modelIsVisible === visible) {\n scenes.push(scene);\n }\n }\n }\n return scenes;\n }\n get isPresenting() {\n return this.arRenderer.isPresenting;\n }\n /**\n * This method takes care of updating the element and renderer state based on\n * the time that has passed since the last rendered frame.\n */\n preRender(scene, t, delta) {\n const { element, exposure } = scene;\n element[$tick](t, delta);\n const exposureIsNumber = typeof exposure === 'number' && !Number.isNaN(exposure);\n this.threeRenderer.toneMappingExposure = exposureIsNumber ? exposure : 1.0;\n }\n render(t, frame) {\n if (frame != null) {\n this.arRenderer.onWebXRFrame(t, frame);\n return;\n }\n const delta = t - this.lastTick;\n this.lastTick = t;\n if (!this.canRender || this.isPresenting) {\n return;\n }\n this.countVisibleScenes();\n this.updateRendererSize();\n if (this.renderedLastFrame) {\n this.updateRendererScale(delta);\n this.renderedLastFrame = false;\n }\n const { canvas3D } = this;\n for (const scene of this.orderedScenes()) {\n const { element } = scene;\n if (!element.loaded ||\n (!element.modelIsVisible && scene.renderCount > 0)) {\n continue;\n }\n this.preRender(scene, t, delta);\n if (!this.shouldRender(scene)) {\n continue;\n }\n if (scene.externalRenderer != null) {\n const camera = scene.getCamera();\n camera.updateMatrix();\n const { matrix, projectionMatrix } = camera;\n const viewMatrix = matrix.elements.slice();\n const target = scene.getTarget();\n viewMatrix[12] += target.x;\n viewMatrix[13] += target.y;\n viewMatrix[14] += target.z;\n scene.externalRenderer.render({\n viewMatrix: viewMatrix,\n projectionMatrix: projectionMatrix.elements\n });\n continue;\n }\n if (!element.modelIsVisible && !this.multipleScenesVisible) {\n // Here we are pre-rendering on the visible canvas, so we must mark the\n // visible scene dirty to ensure it overwrites us.\n for (const visibleScene of this.scenes) {\n if (visibleScene.element.modelIsVisible) {\n visibleScene.queueRender();\n }\n }\n }\n const { width, height } = this.sceneSize(scene);\n scene.renderShadow(this.threeRenderer);\n // Need to set the render target in order to prevent\n // clearing the depth from a different buffer\n this.threeRenderer.setRenderTarget(null);\n this.threeRenderer.setViewport(0, Math.ceil(this.height * this.dpr) - height, width, height);\n this.threeRenderer.render(scene, scene.camera);\n if (this.multipleScenesVisible ||\n (!scene.element.modelIsVisible && scene.renderCount === 0)) {\n this.copyPixels(scene, width, height);\n }\n else if (canvas3D.parentElement !== scene.canvas.parentElement) {\n scene.canvas.parentElement.appendChild(canvas3D);\n scene.canvas.classList.remove('show');\n }\n scene.hasRendered();\n ++scene.renderCount;\n this.renderedLastFrame = true;\n }\n }\n dispose() {\n if (this.textureUtils != null) {\n this.textureUtils.dispose();\n }\n if (this.threeRenderer != null) {\n this.threeRenderer.dispose();\n }\n this.textureUtils = null;\n this.threeRenderer = null;\n const elements = [];\n for (const scene of this.scenes) {\n elements.push(scene.element);\n }\n this.canvas3D.removeEventListener('webglcontextlost', this.onWebGLContextLost);\n this.canvas3D.removeEventListener('webglcontextrestored', this.onWebGLContextRestored);\n return elements;\n }\n}\nRenderer._singleton = new Renderer({\n powerPreference: (self.ModelViewerElement || {})\n .powerPreference ||\n DEFAULT_POWER_PREFERENCE,\n debug: isDebugMode()\n});\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst $correlatedObjects = Symbol('correlatedObjects');\nconst $sourceObject = Symbol('sourceObject');\nconst $onUpdate$1 = Symbol('onUpdate');\n/**\n * A SerializableThreeDOMElement is the common primitive of all scene graph\n * elements that have been facaded in the host execution context. It adds\n * a common interface to these elements in support of convenient\n * serializability.\n */\nclass ThreeDOMElement {\n constructor(onUpdate, element, correlatedObjects = null) {\n this[$onUpdate$1] = onUpdate;\n this[$sourceObject] = element;\n this[$correlatedObjects] = correlatedObjects;\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst quadMaterial = new MeshBasicMaterial();\nconst quad = new PlaneGeometry(2, 2);\nlet adhocNum = 0;\nconst $threeTexture = Symbol('threeTexture');\n/**\n * Image facade implementation for Three.js textures\n */\nclass Image$1 extends ThreeDOMElement {\n get [$threeTexture]() {\n var _a;\n console.assert(this[$correlatedObjects] != null && this[$correlatedObjects].size > 0, 'Image correlated object is undefined');\n return (_a = this[$correlatedObjects]) === null || _a === void 0 ? void 0 : _a.values().next().value;\n }\n constructor(onUpdate, texture, gltfImage) {\n gltfImage = gltfImage !== null && gltfImage !== void 0 ? gltfImage : {\n name: (texture && texture.image && texture.image.src) ?\n texture.image.src.split('/').pop() :\n 'adhoc_image',\n uri: (texture && texture.image && texture.image.src) ?\n texture.image.src :\n 'adhoc_image' + adhocNum++\n };\n super(onUpdate, gltfImage, new Set(texture ? [texture] : []));\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n get uri() {\n return this[$sourceObject].uri;\n }\n get bufferView() {\n return this[$sourceObject].bufferView;\n }\n get element() {\n const texture = this[$threeTexture];\n if (texture && (texture.isCanvasTexture || texture.isVideoTexture)) {\n return texture.image;\n }\n return;\n }\n get animation() {\n const texture = this[$threeTexture];\n if (texture && texture.isCanvasTexture && texture.animation) {\n return texture.animation;\n }\n return;\n }\n get type() {\n return this.uri != null ? 'external' : 'embedded';\n }\n set name(name) {\n this[$sourceObject].name = name;\n }\n update() {\n const texture = this[$threeTexture];\n // Applies to non-Lottie canvas textures only\n if (texture && texture.isCanvasTexture && !texture.animation) {\n this[$threeTexture].needsUpdate = true;\n this[$onUpdate$1]();\n }\n }\n async createThumbnail(width, height) {\n const scene = new Scene();\n quadMaterial.map = this[$threeTexture];\n const mesh = new Mesh(quad, quadMaterial);\n scene.add(mesh);\n const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);\n const { threeRenderer } = Renderer.singleton;\n const renderTarget = new WebGLRenderTarget(width, height);\n threeRenderer.setRenderTarget(renderTarget);\n threeRenderer.render(scene, camera);\n threeRenderer.setRenderTarget(null);\n const buffer = new Uint8Array(width * height * 4);\n threeRenderer.readRenderTargetPixels(renderTarget, 0, 0, width, height, buffer);\n blobCanvas.width = width;\n blobCanvas.height = height;\n const blobContext = blobCanvas.getContext('2d');\n const imageData = blobContext.createImageData(width, height);\n imageData.data.set(buffer);\n blobContext.putImageData(imageData, 0, 0);\n return new Promise(async (resolve, reject) => {\n blobCanvas.toBlob(blob => {\n if (!blob) {\n return reject('Failed to capture thumbnail.');\n }\n resolve(URL.createObjectURL(blob));\n }, 'image/png');\n });\n }\n}\n\nvar Filter;\n(function (Filter) {\n Filter[Filter[\"Nearest\"] = 9728] = \"Nearest\";\n Filter[Filter[\"Linear\"] = 9729] = \"Linear\";\n Filter[Filter[\"NearestMipmapNearest\"] = 9984] = \"NearestMipmapNearest\";\n Filter[Filter[\"LinearMipmapNearest\"] = 9985] = \"LinearMipmapNearest\";\n Filter[Filter[\"NearestMipmapLinear\"] = 9986] = \"NearestMipmapLinear\";\n Filter[Filter[\"LinearMipmapLinear\"] = 9987] = \"LinearMipmapLinear\";\n})(Filter || (Filter = {}));\nvar Wrap;\n(function (Wrap) {\n Wrap[Wrap[\"ClampToEdge\"] = 33071] = \"ClampToEdge\";\n Wrap[Wrap[\"MirroredRepeat\"] = 33648] = \"MirroredRepeat\";\n Wrap[Wrap[\"Repeat\"] = 10497] = \"Repeat\";\n})(Wrap || (Wrap = {}));\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst isMinFilter = (() => {\n const minFilterValues = [\n Filter.Nearest,\n Filter.Linear,\n Filter.NearestMipmapNearest,\n Filter.LinearMipmapLinear,\n Filter.NearestMipmapLinear,\n Filter.LinearMipmapLinear\n ];\n return (value) => minFilterValues.indexOf(value) > -1;\n})();\nconst isMagFilter = (() => {\n const magFilterValues = [Filter.Nearest, Filter.Linear];\n return (value) => magFilterValues.indexOf(value) > -1;\n})();\nconst isWrapMode = (() => {\n const wrapModes = [Wrap.ClampToEdge, Wrap.MirroredRepeat, Wrap.Repeat];\n return (value) => wrapModes.indexOf(value) > -1;\n})();\nconst isValidSamplerValue = (property, value) => {\n switch (property) {\n case 'minFilter':\n return isMinFilter(value);\n case 'magFilter':\n return isMagFilter(value);\n case 'wrapS':\n case 'wrapT':\n return isWrapMode(value);\n default:\n throw new Error(`Cannot configure property \"${property}\" on Sampler`);\n }\n};\nconst $threeTextures = Symbol('threeTextures');\nconst $setProperty = Symbol('setProperty');\nconst $sourceSampler = Symbol('sourceSampler');\n/**\n * Sampler facade implementation for Three.js textures\n */\nclass Sampler extends ThreeDOMElement {\n get [$threeTextures]() {\n console.assert(this[$correlatedObjects] != null && this[$correlatedObjects].size > 0, 'Sampler correlated object is undefined');\n return this[$correlatedObjects];\n }\n get [$sourceSampler]() {\n console.assert(this[$sourceObject] != null, 'Sampler source is undefined');\n return this[$sourceObject];\n }\n constructor(onUpdate, texture, gltfSampler) {\n gltfSampler = gltfSampler !== null && gltfSampler !== void 0 ? gltfSampler : {};\n // These defaults represent a convergence of glTF defaults for wrap mode and\n // Three.js defaults for filters. Per glTF 2.0 spec, a renderer may choose\n // its own defaults for filters.\n // @see https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-sampler\n // @see https://threejs.org/docs/#api/en/textures/Texture\n if (gltfSampler.minFilter == null) {\n gltfSampler.minFilter =\n texture ? texture.minFilter : Filter.LinearMipmapLinear;\n }\n if (gltfSampler.magFilter == null) {\n gltfSampler.magFilter =\n texture ? texture.magFilter : Filter.Linear;\n }\n if (gltfSampler.wrapS == null) {\n gltfSampler.wrapS = texture ? texture.wrapS : Wrap.Repeat;\n }\n if (gltfSampler.wrapT == null) {\n gltfSampler.wrapT = texture ? texture.wrapT : Wrap.Repeat;\n }\n super(onUpdate, gltfSampler, new Set(texture ? [texture] : []));\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n get minFilter() {\n return this[$sourceSampler].minFilter;\n }\n get magFilter() {\n return this[$sourceSampler].magFilter;\n }\n get wrapS() {\n return this[$sourceSampler].wrapS;\n }\n get wrapT() {\n return this[$sourceSampler].wrapT;\n }\n setMinFilter(filter) {\n this[$setProperty]('minFilter', filter);\n }\n setMagFilter(filter) {\n this[$setProperty]('magFilter', filter);\n }\n setWrapS(mode) {\n this[$setProperty]('wrapS', mode);\n }\n setWrapT(mode) {\n this[$setProperty]('wrapT', mode);\n }\n [$setProperty](property, value) {\n const sampler = this[$sourceSampler];\n if (sampler != null) {\n if (isValidSamplerValue(property, value)) {\n sampler[property] = value;\n for (const texture of this[$threeTextures]) {\n texture[property] = value;\n texture.needsUpdate = true;\n }\n }\n this[$onUpdate$1]();\n }\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst $image = Symbol('image');\nconst $sampler = Symbol('sampler');\n/**\n * Material facade implementation for Three.js materials\n */\nclass Texture extends ThreeDOMElement {\n constructor(onUpdate, threeTexture, gltfTexture = null, gltfSampler = null, gltfImage = null) {\n super(onUpdate, gltfTexture ? gltfTexture : {}, new Set(threeTexture ? [threeTexture] : []));\n this[$sampler] = new Sampler(onUpdate, threeTexture, gltfSampler);\n this[$image] = new Image$1(onUpdate, threeTexture, gltfImage);\n }\n get name() {\n return this[$sourceObject].name || '';\n }\n set name(name) {\n this[$sourceObject].name = name;\n }\n get sampler() {\n return this[$sampler];\n }\n get source() {\n return this[$image];\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$4, _b$3, _c$2;\nconst $texture = Symbol('texture');\nconst $transform = Symbol('transform');\nconst $materials$1 = Symbol('materials');\nconst $usage = Symbol('usage');\nconst $onUpdate = Symbol('onUpdate');\nconst $activeVideo = Symbol('activeVideo');\n// Defines what a texture will be used for.\nvar TextureUsage;\n(function (TextureUsage) {\n TextureUsage[TextureUsage[\"Base\"] = 0] = \"Base\";\n TextureUsage[TextureUsage[\"MetallicRoughness\"] = 1] = \"MetallicRoughness\";\n TextureUsage[TextureUsage[\"Normal\"] = 2] = \"Normal\";\n TextureUsage[TextureUsage[\"Occlusion\"] = 3] = \"Occlusion\";\n TextureUsage[TextureUsage[\"Emissive\"] = 4] = \"Emissive\";\n})(TextureUsage || (TextureUsage = {}));\n/**\n * TextureInfo facade implementation for Three.js materials\n */\nclass TextureInfo {\n constructor(onUpdate, usage, threeTexture, material, gltf, gltfTextureInfo) {\n this[_a$4] = null;\n this[_b$3] = {\n rotation: 0,\n scale: new Vector2(1, 1),\n offset: new Vector2(0, 0)\n };\n this[_c$2] = false;\n // Creates image, sampler, and texture if valid texture info is provided.\n if (gltfTextureInfo && threeTexture) {\n const gltfTexture = gltf.textures ? gltf.textures[gltfTextureInfo.index] : null;\n const sampler = gltfTexture ?\n (gltf.samplers ? gltf.samplers[gltfTexture.sampler] : null) :\n null;\n const image = gltfTexture ?\n (gltf.images ? gltf.images[gltfTexture.source] : null) :\n null;\n this[$transform].rotation = threeTexture.rotation;\n this[$transform].scale.copy(threeTexture.repeat);\n this[$transform].offset.copy(threeTexture.offset);\n this[$texture] =\n new Texture(onUpdate, threeTexture, gltfTexture, sampler, image);\n }\n this[$onUpdate] = onUpdate;\n this[$materials$1] = material;\n this[$usage] = usage;\n }\n get texture() {\n return this[$texture];\n }\n setTexture(texture) {\n var _d, _e;\n const threeTexture = texture != null ? texture.source[$threeTexture] : null;\n const oldTexture = (_d = this[$texture]) === null || _d === void 0 ? void 0 : _d.source[$threeTexture];\n if (oldTexture != null && oldTexture.isVideoTexture) {\n this[$activeVideo] = false;\n }\n else if ((_e = this[$texture]) === null || _e === void 0 ? void 0 : _e.source.animation) {\n this[$texture].source.animation.removeEventListener('enterFrame', this[$onUpdate]);\n }\n this[$texture] = texture;\n if (threeTexture != null && threeTexture.isVideoTexture) {\n const element = threeTexture.image;\n this[$activeVideo] = true;\n if (element.requestVideoFrameCallback != null) {\n const update = () => {\n if (!this[$activeVideo]) {\n return;\n }\n this[$onUpdate]();\n element.requestVideoFrameCallback(update);\n };\n element.requestVideoFrameCallback(update);\n }\n else {\n const update = () => {\n if (!this[$activeVideo]) {\n return;\n }\n this[$onUpdate]();\n requestAnimationFrame(update);\n };\n requestAnimationFrame(update);\n }\n }\n else if ((texture === null || texture === void 0 ? void 0 : texture.source.animation) != null) {\n texture.source.animation.addEventListener('enterFrame', this[$onUpdate]);\n }\n let encoding = sRGBEncoding;\n if (this[$materials$1]) {\n for (const material of this[$materials$1]) {\n switch (this[$usage]) {\n case TextureUsage.Base:\n material.map = threeTexture;\n break;\n case TextureUsage.MetallicRoughness:\n encoding = LinearEncoding;\n material.metalnessMap = threeTexture;\n material.roughnessMap = threeTexture;\n break;\n case TextureUsage.Normal:\n encoding = LinearEncoding;\n material.normalMap = threeTexture;\n break;\n case TextureUsage.Occlusion:\n encoding = LinearEncoding;\n material.aoMap = threeTexture;\n break;\n case TextureUsage.Emissive:\n material.emissiveMap = threeTexture;\n break;\n }\n material.needsUpdate = true;\n }\n }\n if (threeTexture) {\n // Updates the encoding for the texture, affects all references.\n threeTexture.encoding = encoding;\n threeTexture.rotation = this[$transform].rotation;\n threeTexture.repeat = this[$transform].scale;\n threeTexture.offset = this[$transform].offset;\n }\n this[$onUpdate]();\n }\n}\n_a$4 = $texture, _b$3 = $transform, _c$2 = $activeVideo;\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst $threeMaterials = Symbol('threeMaterials');\nconst $baseColorTexture = Symbol('baseColorTexture');\nconst $metallicRoughnessTexture = Symbol('metallicRoughnessTexture');\n/**\n * PBR material properties facade implementation for Three.js materials\n */\nclass PBRMetallicRoughness extends ThreeDOMElement {\n constructor(onUpdate, gltf, pbrMetallicRoughness, correlatedMaterials) {\n super(onUpdate, pbrMetallicRoughness, correlatedMaterials);\n // Assign glTF default values\n if (pbrMetallicRoughness.baseColorFactor == null) {\n pbrMetallicRoughness.baseColorFactor = [1, 1, 1, 1];\n }\n if (pbrMetallicRoughness.roughnessFactor == null) {\n pbrMetallicRoughness.roughnessFactor = 1;\n }\n if (pbrMetallicRoughness.metallicFactor == null) {\n pbrMetallicRoughness.metallicFactor = 1;\n }\n const { baseColorTexture: gltfBaseColorTexture, metallicRoughnessTexture: gltfMetallicRoughnessTexture } = pbrMetallicRoughness;\n const { map, metalnessMap } = correlatedMaterials.values().next().value;\n this[$baseColorTexture] = new TextureInfo(onUpdate, TextureUsage.Base, map, correlatedMaterials, gltf, gltfBaseColorTexture ? gltfBaseColorTexture : null);\n this[$metallicRoughnessTexture] = new TextureInfo(onUpdate, TextureUsage.MetallicRoughness, metalnessMap, correlatedMaterials, gltf, gltfMetallicRoughnessTexture ? gltfMetallicRoughnessTexture : null);\n }\n get [$threeMaterials]() {\n return this[$correlatedObjects];\n }\n get baseColorFactor() {\n return this[$sourceObject]\n .baseColorFactor;\n }\n get metallicFactor() {\n return this[$sourceObject]\n .metallicFactor;\n }\n get roughnessFactor() {\n return this[$sourceObject]\n .roughnessFactor;\n }\n get baseColorTexture() {\n return this[$baseColorTexture];\n }\n get metallicRoughnessTexture() {\n return this[$metallicRoughnessTexture];\n }\n setBaseColorFactor(rgba) {\n const color = new Color();\n if (rgba instanceof Array) {\n color.fromArray(rgba);\n }\n else {\n color.set(rgba).convertSRGBToLinear();\n }\n for (const material of this[$threeMaterials]) {\n material.color.set(color);\n if (rgba instanceof Array) {\n material.opacity = (rgba)[3];\n }\n else {\n rgba = [0, 0, 0, material.opacity];\n color.toArray(rgba);\n }\n }\n const pbrMetallicRoughness = this[$sourceObject];\n pbrMetallicRoughness.baseColorFactor = rgba;\n this[$onUpdate$1]();\n }\n setMetallicFactor(value) {\n for (const material of this[$threeMaterials]) {\n material.metalness = value;\n }\n const pbrMetallicRoughness = this[$sourceObject];\n pbrMetallicRoughness.metallicFactor = value;\n this[$onUpdate$1]();\n }\n setRoughnessFactor(value) {\n for (const material of this[$threeMaterials]) {\n material.roughness = value;\n }\n const pbrMetallicRoughness = this[$sourceObject];\n pbrMetallicRoughness.roughnessFactor = value;\n this[$onUpdate$1]();\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$3;\nconst $pbrMetallicRoughness = Symbol('pbrMetallicRoughness');\nconst $normalTexture = Symbol('normalTexture');\nconst $occlusionTexture = Symbol('occlusionTexture');\nconst $emissiveTexture = Symbol('emissiveTexture');\nconst $backingThreeMaterial = Symbol('backingThreeMaterial');\nconst $applyAlphaCutoff = Symbol('applyAlphaCutoff');\nconst $lazyLoadGLTFInfo = Symbol('lazyLoadGLTFInfo');\nconst $initialize = Symbol('initialize');\nconst $getLoadedMaterial = Symbol('getLoadedMaterial');\nconst $ensureMaterialIsLoaded = Symbol('ensureMaterialIsLoaded');\nconst $gltfIndex = Symbol('gltfIndex');\nconst $setActive = Symbol('setActive');\nconst $variantIndices = Symbol('variantIndices');\nconst $isActive = Symbol('isActive');\nconst $variantSet = Symbol('variantSet');\nconst $modelVariants = Symbol('modelVariants');\n/**\n * Material facade implementation for Three.js materials\n */\nclass Material extends ThreeDOMElement {\n constructor(onUpdate, gltf, gltfMaterial, gltfIndex, isActive, modelVariants, correlatedMaterials, lazyLoadInfo = undefined) {\n super(onUpdate, gltfMaterial, correlatedMaterials);\n this[_a$3] = new Set();\n this[$gltfIndex] = gltfIndex;\n this[$isActive] = isActive;\n this[$modelVariants] = modelVariants;\n if (lazyLoadInfo == null) {\n this[$initialize](gltf);\n }\n else {\n this[$lazyLoadGLTFInfo] = lazyLoadInfo;\n }\n }\n get [(_a$3 = $variantSet, $backingThreeMaterial)]() {\n return this[$correlatedObjects]\n .values()\n .next()\n .value;\n }\n [$initialize](gltf) {\n const onUpdate = this[$onUpdate$1];\n const gltfMaterial = this[$sourceObject];\n const correlatedMaterials = this[$correlatedObjects];\n if (gltfMaterial.extensions &&\n gltfMaterial.extensions['KHR_materials_pbrSpecularGlossiness']) {\n console.warn(`Material ${gltfMaterial.name} uses a deprecated extension\n \"KHR_materials_pbrSpecularGlossiness\", please use\n \"pbrMetallicRoughness\" instead. Specular Glossiness materials are\n no longer supported; to convert to metal-rough, see \n https://www.donmccurdy.com/2022/11/28/converting-gltf-pbr-materials-from-specgloss-to-metalrough/.`);\n }\n if (gltfMaterial.pbrMetallicRoughness == null) {\n gltfMaterial.pbrMetallicRoughness = {};\n }\n this[$pbrMetallicRoughness] = new PBRMetallicRoughness(onUpdate, gltf, gltfMaterial.pbrMetallicRoughness, correlatedMaterials);\n if (gltfMaterial.emissiveFactor == null) {\n gltfMaterial.emissiveFactor = [0, 0, 0];\n }\n if (gltfMaterial.doubleSided == null) {\n gltfMaterial.doubleSided = false;\n }\n if (gltfMaterial.alphaMode == null) {\n gltfMaterial.alphaMode = 'OPAQUE';\n }\n if (gltfMaterial.alphaCutoff == null) {\n gltfMaterial.alphaCutoff = 0.5;\n }\n const { normalTexture: gltfNormalTexture, occlusionTexture: gltfOcclusionTexture, emissiveTexture: gltfEmissiveTexture } = gltfMaterial;\n const { normalMap, aoMap, emissiveMap } = correlatedMaterials.values().next().value;\n this[$normalTexture] = new TextureInfo(onUpdate, TextureUsage.Normal, normalMap, correlatedMaterials, gltf, gltfNormalTexture ? gltfNormalTexture : null);\n this[$occlusionTexture] = new TextureInfo(onUpdate, TextureUsage.Occlusion, aoMap, correlatedMaterials, gltf, gltfOcclusionTexture ? gltfOcclusionTexture : null);\n this[$emissiveTexture] = new TextureInfo(onUpdate, TextureUsage.Emissive, emissiveMap, correlatedMaterials, gltf, gltfEmissiveTexture ? gltfEmissiveTexture : null);\n }\n async [$getLoadedMaterial]() {\n if (this[$lazyLoadGLTFInfo] != null) {\n const { set, material } = await this[$lazyLoadGLTFInfo].doLazyLoad();\n // Fills in the missing data.\n this[$correlatedObjects] = set;\n this[$initialize](this[$lazyLoadGLTFInfo].gltf);\n // Releases lazy load info.\n this[$lazyLoadGLTFInfo] = undefined;\n // Redefines the method as a noop method.\n this.ensureLoaded = async () => { };\n return material;\n }\n return this[$correlatedObjects].values().next().value;\n }\n [$ensureMaterialIsLoaded]() {\n if (this[$lazyLoadGLTFInfo] == null) {\n return;\n }\n throw new Error(`Material \"${this.name}\" has not been loaded, call 'await\n myMaterial.ensureLoaded()' before using an unloaded material.`);\n }\n async ensureLoaded() {\n await this[$getLoadedMaterial]();\n }\n get isLoaded() {\n return this[$lazyLoadGLTFInfo] == null;\n }\n get isActive() {\n return this[$isActive];\n }\n [$setActive](isActive) {\n this[$isActive] = isActive;\n }\n get name() {\n return this[$sourceObject].name;\n }\n set name(name) {\n const sourceMaterial = this[$sourceObject];\n if (sourceMaterial != null) {\n sourceMaterial.name = name;\n }\n if (this[$correlatedObjects] != null) {\n for (const threeMaterial of this[$correlatedObjects]) {\n threeMaterial.name = name;\n }\n }\n }\n get pbrMetallicRoughness() {\n this[$ensureMaterialIsLoaded]();\n return this[$pbrMetallicRoughness];\n }\n get normalTexture() {\n this[$ensureMaterialIsLoaded]();\n return this[$normalTexture];\n }\n get occlusionTexture() {\n this[$ensureMaterialIsLoaded]();\n return this[$occlusionTexture];\n }\n get emissiveTexture() {\n this[$ensureMaterialIsLoaded]();\n return this[$emissiveTexture];\n }\n get emissiveFactor() {\n this[$ensureMaterialIsLoaded]();\n return this[$sourceObject].emissiveFactor;\n }\n get index() {\n return this[$gltfIndex];\n }\n [$variantIndices]() {\n return this[$variantSet];\n }\n hasVariant(name) {\n const variantData = this[$modelVariants].get(name);\n return variantData != null && this[$variantSet].has(variantData.index);\n }\n setEmissiveFactor(rgb) {\n this[$ensureMaterialIsLoaded]();\n const color = new Color();\n if (rgb instanceof Array) {\n color.fromArray(rgb);\n }\n else {\n color.set(rgb).convertSRGBToLinear();\n }\n for (const material of this[$correlatedObjects]) {\n material.emissive.set(color);\n }\n this[$sourceObject].emissiveFactor =\n color.toArray();\n this[$onUpdate$1]();\n }\n [$applyAlphaCutoff]() {\n this[$ensureMaterialIsLoaded]();\n const gltfMaterial = this[$sourceObject];\n for (const material of this[$correlatedObjects]) {\n if (this[$sourceObject].alphaMode === 'MASK') {\n material.alphaTest = gltfMaterial.alphaCutoff;\n }\n else {\n material.alphaTest = undefined;\n }\n material.needsUpdate = true;\n }\n }\n setAlphaCutoff(cutoff) {\n this[$ensureMaterialIsLoaded]();\n this[$sourceObject].alphaCutoff = cutoff;\n this[$applyAlphaCutoff]();\n this[$onUpdate$1]();\n }\n getAlphaCutoff() {\n this[$ensureMaterialIsLoaded]();\n return this[$sourceObject].alphaCutoff;\n }\n setDoubleSided(doubleSided) {\n this[$ensureMaterialIsLoaded]();\n for (const material of this[$correlatedObjects]) {\n // When double-sided is disabled gltf spec dictates that Back-Face culling\n // must be disabled, in three.js parlance that would mean FrontSide\n // rendering only.\n // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#double-sided\n material.side = doubleSided ? DoubleSide : FrontSide;\n material.needsUpdate = true;\n }\n this[$sourceObject].doubleSided = doubleSided;\n this[$onUpdate$1]();\n }\n getDoubleSided() {\n this[$ensureMaterialIsLoaded]();\n return this[$sourceObject].doubleSided;\n }\n setAlphaMode(alphaMode) {\n this[$ensureMaterialIsLoaded]();\n const enableTransparency = (material, enabled) => {\n material.transparent = enabled;\n material.depthWrite = !enabled;\n };\n this[$sourceObject].alphaMode = alphaMode;\n for (const material of this[$correlatedObjects]) {\n enableTransparency(material, alphaMode === 'BLEND');\n this[$applyAlphaCutoff]();\n material.needsUpdate = true;\n }\n this[$onUpdate$1]();\n }\n getAlphaMode() {\n this[$ensureMaterialIsLoaded]();\n return this[$sourceObject].alphaMode;\n }\n}\n\n// Defines the base level node methods and data.\nclass Node$1 {\n constructor(name) {\n this.name = '';\n this.children = new Array();\n this.name = name;\n }\n}\n// Represents a primitive in a glTF mesh.\nclass PrimitiveNode extends Node$1 {\n constructor(mesh, mvMaterials, modelVariants, correlatedSceneGraph) {\n super(mesh.name);\n // Maps glTF material index number to a material that this primitive supports.\n this.materials = new Map();\n // Maps variant index to material.\n this.variantToMaterialMap = new Map();\n this.initialMaterialIdx = 0;\n this.activeMaterialIdx = 0;\n this.mesh = mesh;\n const { gltf, threeGLTF, threeObjectMap } = correlatedSceneGraph;\n this.modelVariants = modelVariants;\n this.mesh.userData.variantData = modelVariants;\n // Captures the primitive's initial material.\n const materialMappings = threeObjectMap.get(mesh.material);\n if (materialMappings.materials != null) {\n this.initialMaterialIdx = this.activeMaterialIdx =\n materialMappings.materials;\n }\n else {\n console.error(`Primitive (${mesh.name}) missing initial material reference.`);\n }\n // Gets the mesh index from the node.\n const associations = mesh.userData.associations ||\n {};\n if (associations.meshes == null) {\n console.error('Mesh is missing primitive index association');\n return;\n }\n // The gltf mesh array to sample from.\n const meshElementArray = gltf['meshes'] || [];\n // List of primitives under the mesh.\n const gltfPrimitives = (meshElementArray[associations.meshes].primitives || []);\n const gltfPrimitive = gltfPrimitives[associations.primitives];\n if (gltfPrimitive == null) {\n console.error('Mesh primitive definition is missing.');\n return;\n }\n // Maps the gltfPrimitive default to a material.\n if (gltfPrimitive.material != null) {\n this.materials.set(gltfPrimitive.material, mvMaterials[gltfPrimitive.material]);\n }\n else {\n const defaultIdx = mvMaterials.findIndex((mat) => {\n return mat.name === 'Default';\n });\n if (defaultIdx >= 0) {\n this.materials.set(defaultIdx, mvMaterials[defaultIdx]);\n }\n else {\n console.warn('gltfPrimitive has no material!');\n }\n }\n if (gltfPrimitive.extensions &&\n gltfPrimitive.extensions['KHR_materials_variants']) {\n const variantsExtension = gltfPrimitive.extensions['KHR_materials_variants'];\n const extensions = threeGLTF.parser.json.extensions;\n const variantNames = extensions['KHR_materials_variants'].variants;\n // Provides definition now that we know there are variants to\n // support.\n for (const mapping of variantsExtension.mappings) {\n const mvMaterial = mvMaterials[mapping.material];\n // Maps variant indices to Materials.\n this.materials.set(mapping.material, mvMaterial);\n for (const variant of mapping.variants) {\n const { name } = variantNames[variant];\n this.variantToMaterialMap.set(variant, mvMaterial);\n // Provides variant info for material self lookup.\n mvMaterial[$variantIndices]().add(variant);\n // Updates the models variant data.\n if (!modelVariants.has(name)) {\n modelVariants.set(name, { name, index: variant });\n }\n }\n }\n }\n }\n async setActiveMaterial(material) {\n const mvMaterial = this.materials.get(material);\n if (mvMaterial != null) {\n this.mesh.material = await mvMaterial[$getLoadedMaterial]();\n this.activeMaterialIdx = material;\n }\n return this.mesh.material;\n }\n getActiveMaterial() {\n return this.materials.get(this.activeMaterialIdx);\n }\n getMaterial(index) {\n return this.materials.get(index);\n }\n async enableVariant(name) {\n if (name == null) {\n return this.setActiveMaterial(this.initialMaterialIdx);\n }\n if (this.variantToMaterialMap != null && this.modelVariants.has(name)) {\n const modelVariants = this.modelVariants.get(name);\n return this.enableVariantHelper(modelVariants.index);\n }\n return null;\n }\n async enableVariantHelper(index) {\n if (this.variantToMaterialMap != null && index != null) {\n const material = this.variantToMaterialMap.get(index);\n if (material != null) {\n return this.setActiveMaterial(material.index);\n }\n }\n return null;\n }\n async instantiateVariants() {\n if (this.variantToMaterialMap == null) {\n return;\n }\n for (const index of this.variantToMaterialMap.keys()) {\n const variantMaterial = this.mesh.userData.variantMaterials.get(index);\n if (variantMaterial.material != null) {\n continue;\n }\n const threeMaterial = await this.enableVariantHelper(index);\n if (threeMaterial != null) {\n variantMaterial.material = threeMaterial;\n }\n }\n }\n get variantInfo() {\n return this.variantToMaterialMap;\n }\n addVariant(materialVariant, variantName) {\n if (!this.ensureVariantIsUnused(variantName)) {\n return false;\n }\n // Adds the variant to the model variants if needed.\n if (!this.modelVariants.has(variantName)) {\n this.modelVariants.set(variantName, { name: variantName, index: this.modelVariants.size });\n }\n const modelVariantData = this.modelVariants.get(variantName);\n const variantIndex = modelVariantData.index;\n // Updates materials mapped to the variant.\n materialVariant[$variantIndices]().add(variantIndex);\n // Updates internal mappings.\n this.variantToMaterialMap.set(variantIndex, materialVariant);\n this.materials.set(materialVariant.index, materialVariant);\n this.updateVariantUserData(variantIndex, materialVariant);\n return true;\n }\n deleteVariant(variantIndex) {\n if (this.variantInfo.has(variantIndex)) {\n this.variantInfo.delete(variantIndex);\n const userDataMap = this.mesh.userData.variantMaterials;\n if (userDataMap != null) {\n userDataMap.delete(variantIndex);\n }\n }\n }\n updateVariantUserData(variantIndex, materialVariant) {\n // Adds variants name to material variants set.\n materialVariant[$variantIndices]().add(variantIndex);\n this.mesh.userData.variantData = this.modelVariants;\n // Updates import data (see VariantMaterialLoaderPlugin.ts).\n this.mesh.userData.variantMaterials = this.mesh.userData.variantMaterials ||\n new Map();\n const map = this.mesh.userData.variantMaterials;\n map.set(variantIndex, {\n material: materialVariant[$correlatedObjects].values().next().value,\n gltfMaterialIndex: materialVariant.index,\n });\n }\n ensureVariantIsUnused(variantName) {\n const modelVariants = this.modelVariants.get(variantName);\n if (modelVariants != null && this.variantInfo.has(modelVariants.index)) {\n console.warn(`Primitive cannot add variant '${variantName}' for this material, it already exists.`);\n return false;\n }\n return true;\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar _a$2, _b$2, _c$1, _d$1, _e$1, _f$1;\nconst $materials = Symbol('materials');\nconst $hierarchy = Symbol('hierarchy');\nconst $roots = Symbol('roots');\nconst $primitivesList = Symbol('primitives');\nconst $correlatedSceneGraph = Symbol('correlatedSceneGraph');\nconst $prepareVariantsForExport = Symbol('prepareVariantsForExport');\nconst $switchVariant = Symbol('switchVariant');\nconst $materialFromPoint = Symbol('materialFromPoint');\nconst $nodeFromPoint = Symbol('nodeFromPoint');\nconst $nodeFromIndex = Symbol('nodeFromIndex');\nconst $variantData = Symbol('variantData');\nconst $availableVariants = Symbol('availableVariants');\nconst $modelOnUpdate = Symbol('modelOnUpdate');\nconst $cloneMaterial = Symbol('cloneMaterial');\n// Holds onto temporary scene context information needed to perform lazy loading\n// of a resource.\nclass LazyLoader {\n constructor(gltf, gltfElementMap, mapKey, doLazyLoad) {\n this.gltf = gltf;\n this.gltfElementMap = gltfElementMap;\n this.mapKey = mapKey;\n this.doLazyLoad = doLazyLoad;\n }\n}\n/**\n * A Model facades the top-level GLTF object returned by Three.js' GLTFLoader.\n * Currently, the model only bothers itself with the materials in the Three.js\n * scene graph.\n */\nclass Model {\n constructor(correlatedSceneGraph, onUpdate = () => { }) {\n this[_a$2] = new Array();\n this[_b$2] = new Array();\n this[_c$1] = new Array();\n this[_d$1] = new Array();\n this[_e$1] = () => { };\n this[_f$1] = new Map();\n this[$modelOnUpdate] = onUpdate;\n this[$correlatedSceneGraph] = correlatedSceneGraph;\n const { gltf, threeGLTF, gltfElementMap } = correlatedSceneGraph;\n for (const [i, material] of gltf.materials.entries()) {\n const correlatedMaterial = gltfElementMap.get(material);\n if (correlatedMaterial != null) {\n this[$materials].push(new Material(onUpdate, gltf, material, i, true, this[$variantData], correlatedMaterial));\n }\n else {\n const elementArray = gltf['materials'] || [];\n const gltfMaterialDef = elementArray[i];\n // Loads the three.js material.\n const capturedMatIndex = i;\n const materialLoadCallback = async () => {\n const threeMaterial = await threeGLTF.parser.getDependency('material', capturedMatIndex);\n // Adds correlation, maps the variant gltf-def to the\n // three material set containing the variant material.\n const threeMaterialSet = new Set();\n gltfElementMap.set(gltfMaterialDef, threeMaterialSet);\n threeMaterialSet.add(threeMaterial);\n return { set: threeMaterialSet, material: threeMaterial };\n };\n // Configures the material for lazy loading.\n this[$materials].push(new Material(onUpdate, gltf, gltfMaterialDef, i, false, this[$variantData], correlatedMaterial, new LazyLoader(gltf, gltfElementMap, gltfMaterialDef, materialLoadCallback)));\n }\n }\n // Creates a hierarchy of Nodes. Allows not just for switching which\n // material is applied to a mesh but also exposes a way to provide API\n // for switching materials and general assignment/modification.\n // Prepares for scene iteration.\n const parentMap = new Map();\n const nodeStack = new Array();\n for (const object of threeGLTF.scene.children) {\n nodeStack.push(object);\n }\n // Walks the hierarchy and creates a node tree.\n while (nodeStack.length > 0) {\n const object = nodeStack.pop();\n let node = null;\n if (object instanceof Mesh) {\n node = new PrimitiveNode(object, this.materials, this[$variantData], correlatedSceneGraph);\n this[$primitivesList].push(node);\n }\n else {\n node = new Node$1(object.name);\n }\n const parent = parentMap.get(object);\n if (parent != null) {\n parent.children.push(node);\n }\n else {\n this[$roots].push(node);\n }\n this[$hierarchy].push(node);\n for (const child of object.children) {\n nodeStack.push(child);\n parentMap.set(object, node);\n }\n }\n }\n /**\n * Materials are listed in the order of the GLTF materials array, plus a\n * default material at the end if one is used.\n *\n * TODO(#1003): How do we handle non-active scenes?\n */\n get materials() {\n return this[$materials];\n }\n [(_a$2 = $materials, _b$2 = $hierarchy, _c$1 = $roots, _d$1 = $primitivesList, _e$1 = $modelOnUpdate, _f$1 = $variantData, $availableVariants)]() {\n const variants = Array.from(this[$variantData].values());\n variants.sort((a, b) => {\n return a.index - b.index;\n });\n return variants.map((data) => {\n return data.name;\n });\n }\n getMaterialByName(name) {\n const matches = this[$materials].filter(material => {\n return material.name === name;\n });\n if (matches.length > 0) {\n return matches[0];\n }\n return null;\n }\n [$nodeFromIndex](mesh, primitive) {\n const found = this[$hierarchy].find((node) => {\n if (node instanceof PrimitiveNode) {\n const { meshes, primitives } = node.mesh.userData.associations;\n if (meshes == mesh && primitives == primitive) {\n return true;\n }\n }\n return false;\n });\n return found == null ? null : found;\n }\n [$nodeFromPoint](hit) {\n return this[$hierarchy].find((node) => {\n if (node instanceof PrimitiveNode) {\n const primitive = node;\n if (primitive.mesh === hit.object) {\n return true;\n }\n }\n return false;\n });\n }\n /**\n * Intersects a ray with the Model and returns the first material whose\n * object was intersected.\n */\n [$materialFromPoint](hit) {\n return this[$nodeFromPoint](hit).getActiveMaterial();\n }\n /**\n * Switches model variant to the variant name provided, or switches to\n * default/initial materials if 'null' is provided.\n */\n async [$switchVariant](variantName) {\n for (const primitive of this[$primitivesList]) {\n await primitive.enableVariant(variantName);\n }\n for (const material of this.materials) {\n material[$setActive](false);\n }\n // Marks the materials that are now in use after the variant switch.\n for (const primitive of this[$primitivesList]) {\n this.materials[primitive.getActiveMaterial().index][$setActive](true);\n }\n }\n async [$prepareVariantsForExport]() {\n const promises = new Array();\n for (const primitive of this[$primitivesList]) {\n promises.push(primitive.instantiateVariants());\n }\n await Promise.all(promises);\n }\n [$cloneMaterial](index, newMaterialName) {\n const material = this.materials[index];\n if (!material.isLoaded) {\n console.error(`Cloning an unloaded material,\n call 'material.ensureLoaded() before cloning the material.`);\n }\n const threeMaterialSet = material[$correlatedObjects];\n // clones the gltf material data and updates the material name.\n const gltfSourceMaterial = JSON.parse(JSON.stringify(material[$sourceObject]));\n gltfSourceMaterial.name = newMaterialName;\n // Adds the source material clone to the gltf def.\n const gltf = this[$correlatedSceneGraph].gltf;\n gltf.materials.push(gltfSourceMaterial);\n const clonedSet = new Set();\n for (const [i, threeMaterial] of threeMaterialSet.entries()) {\n const clone = threeMaterial.clone();\n clone.name =\n newMaterialName + (threeMaterialSet.size > 1 ? '_inst' + i : '');\n clonedSet.add(clone);\n }\n const clonedMaterial = new Material(this[$modelOnUpdate], this[$correlatedSceneGraph].gltf, gltfSourceMaterial, this[$materials].length, false, // Cloned as inactive.\n this[$variantData], clonedSet);\n this[$materials].push(clonedMaterial);\n return clonedMaterial;\n }\n createMaterialInstanceForVariant(originalMaterialIndex, newMaterialName, variantName, activateVariant = true) {\n let variantMaterialInstance = null;\n for (const primitive of this[$primitivesList]) {\n const variantData = this[$variantData].get(variantName);\n // Skips the primitive if the variant already exists.\n if (variantData != null && primitive.variantInfo.has(variantData.index)) {\n continue;\n }\n // Skips the primitive if the source/original material does not exist.\n if (primitive.getMaterial(originalMaterialIndex) == null) {\n continue;\n }\n if (!this.hasVariant(variantName)) {\n this.createVariant(variantName);\n }\n if (variantMaterialInstance == null) {\n variantMaterialInstance =\n this[$cloneMaterial](originalMaterialIndex, newMaterialName);\n }\n primitive.addVariant(variantMaterialInstance, variantName);\n }\n if (activateVariant && variantMaterialInstance != null) {\n variantMaterialInstance[$setActive](true);\n this.materials[originalMaterialIndex][$setActive](false);\n for (const primitive of this[$primitivesList]) {\n primitive.enableVariant(variantName);\n }\n }\n return variantMaterialInstance;\n }\n createVariant(variantName) {\n if (!this[$variantData].has(variantName)) {\n // Adds the name if it's not already in the list.\n this[$variantData].set(variantName, { name: variantName, index: this[$variantData].size });\n }\n else {\n console.warn(`Variant '${variantName}'' already exists`);\n }\n }\n hasVariant(variantName) {\n return this[$variantData].has(variantName);\n }\n setMaterialToVariant(materialIndex, targetVariantName) {\n if (this[$availableVariants]().find(name => name === targetVariantName) ==\n null) {\n console.warn(`Can't add material to '${targetVariantName}', the variant does not exist.'`);\n return;\n }\n if (materialIndex < 0 || materialIndex >= this.materials.length) {\n console.error(`setMaterialToVariant(): materialIndex is out of bounds.`);\n return;\n }\n for (const primitive of this[$primitivesList]) {\n const material = primitive.getMaterial(materialIndex);\n // Ensures the material exists on the primitive before setting it to a\n // variant.\n if (material != null) {\n primitive.addVariant(material, targetVariantName);\n }\n }\n }\n updateVariantName(currentName, newName) {\n const variantData = this[$variantData].get(currentName);\n if (variantData == null) {\n return;\n }\n variantData.name = newName;\n this[$variantData].set(newName, variantData);\n this[$variantData].delete(currentName);\n }\n deleteVariant(variantName) {\n const variant = this[$variantData].get(variantName);\n if (variant == null) {\n return;\n }\n for (const material of this.materials) {\n if (material.hasVariant(variantName)) {\n material[$variantSet].delete(variant.index);\n }\n }\n for (const primitive of this[$primitivesList]) {\n primitive.deleteVariant(variant.index);\n }\n this[$variantData].delete(variantName);\n }\n}\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$5 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nconst $currentGLTF = Symbol('currentGLTF');\nconst $originalGltfJson = Symbol('originalGltfJson');\nconst $model = Symbol('model');\nconst $getOnUpdateMethod = Symbol('getOnUpdateMethod');\nconst $buildTexture = Symbol('buildTexture');\n/**\n * SceneGraphMixin manages exposes a model API in order to support operations on\n * the scene graph.\n */\nconst SceneGraphMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class SceneGraphModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this[_a] = undefined;\n this[_b] = null;\n this[_c] = null;\n this.variantName = null;\n this.orientation = '0 0 0';\n this.scale = '1 1 1';\n }\n // Scene-graph API:\n /** @export */\n get model() {\n return this[$model];\n }\n get availableVariants() {\n return this.model ? this.model[$availableVariants]() : [];\n }\n /**\n * Returns a deep copy of the gltf JSON as loaded. It will not reflect\n * changes to the scene-graph, nor will editing it have any effect.\n */\n get originalGltfJson() {\n return this[$originalGltfJson];\n }\n [(_a = $model, _b = $currentGLTF, _c = $originalGltfJson, $getOnUpdateMethod)]() {\n return () => {\n this[$needsRender]();\n };\n }\n [$buildTexture](texture) {\n // Applies glTF default settings.\n texture.encoding = sRGBEncoding;\n texture.wrapS = RepeatWrapping;\n texture.wrapT = RepeatWrapping;\n return new Texture(this[$getOnUpdateMethod](), texture);\n }\n async createTexture(uri, type = 'image/png') {\n const { textureUtils } = this[$renderer];\n const texture = await textureUtils.loadImage(uri);\n texture.userData.mimeType = type;\n return this[$buildTexture](texture);\n }\n async createLottieTexture(uri, quality = 1) {\n const { textureUtils } = this[$renderer];\n const texture = await textureUtils.loadLottie(uri, quality);\n return this[$buildTexture](texture);\n }\n createVideoTexture(uri) {\n const video = document.createElement('video');\n video.src = uri;\n video.muted = true;\n video.play();\n video.loop = true;\n const texture = new VideoTexture(video);\n return this[$buildTexture](texture);\n }\n createCanvasTexture() {\n const canvas = document.createElement('canvas');\n const texture = new CanvasTexture(canvas);\n return this[$buildTexture](texture);\n }\n async updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('variantName')) {\n const updateVariantProgress = this[$progressTracker].beginActivity();\n updateVariantProgress(0.1);\n const model = this[$model];\n const { variantName } = this;\n if (model != null) {\n await model[$switchVariant](variantName);\n this[$needsRender]();\n this.dispatchEvent(new CustomEvent('variant-applied'));\n }\n updateVariantProgress(1.0);\n }\n if (changedProperties.has('orientation') ||\n changedProperties.has('scale')) {\n if (!this.loaded) {\n return;\n }\n const scene = this[$scene];\n scene.applyTransform();\n scene.updateBoundingBox();\n scene.updateShadow();\n this[$renderer].arRenderer.onUpdateScene();\n this[$needsRender]();\n }\n }\n [$onModelLoad]() {\n super[$onModelLoad]();\n const { currentGLTF } = this[$scene];\n if (currentGLTF != null) {\n const { correlatedSceneGraph } = currentGLTF;\n if (correlatedSceneGraph != null &&\n currentGLTF !== this[$currentGLTF]) {\n this[$model] =\n new Model(correlatedSceneGraph, this[$getOnUpdateMethod]());\n this[$originalGltfJson] =\n JSON.parse(JSON.stringify(correlatedSceneGraph.gltf));\n }\n // KHR_materials_variants extension spec:\n // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_variants\n if ('variants' in currentGLTF.userData) {\n this.requestUpdate('variantName');\n }\n }\n this[$currentGLTF] = currentGLTF;\n }\n /** @export */\n async exportScene(options) {\n const scene = this[$scene];\n return new Promise(async (resolve, reject) => {\n // Defaults\n const opts = {\n binary: true,\n onlyVisible: true,\n maxTextureSize: Infinity,\n includeCustomExtensions: false,\n forceIndices: false\n };\n Object.assign(opts, options);\n // Not configurable\n opts.animations = scene.animations;\n opts.truncateDrawRange = true;\n const shadow = scene.shadow;\n let visible = false;\n // Remove shadow from export\n if (shadow != null) {\n visible = shadow.visible;\n shadow.visible = false;\n }\n await this[$model][$prepareVariantsForExport]();\n const exporter = new GLTFExporter()\n .register((writer) => new GLTFExporterMaterialsVariantsExtension(writer));\n exporter.parse(scene.model, (gltf) => {\n return resolve(new Blob([opts.binary ? gltf : JSON.stringify(gltf)], {\n type: opts.binary ? 'application/octet-stream' :\n 'application/json'\n }));\n }, () => {\n return reject('glTF export failed');\n }, opts);\n if (shadow != null) {\n shadow.visible = visible;\n }\n });\n }\n materialFromPoint(pixelX, pixelY) {\n const model = this[$model];\n if (model == null) {\n return null;\n }\n const scene = this[$scene];\n const ndcCoords = scene.getNDC(pixelX, pixelY);\n const hit = scene.hitFromPoint(ndcCoords);\n if (hit == null || hit.face == null) {\n return null;\n }\n return model[$materialFromPoint](hit);\n }\n }\n __decorate$5([\n e$3({ type: String, attribute: 'variant-name' })\n ], SceneGraphModelViewerElement.prototype, \"variantName\", void 0);\n __decorate$5([\n e$3({ type: String, attribute: 'orientation' })\n ], SceneGraphModelViewerElement.prototype, \"orientation\", void 0);\n __decorate$5([\n e$3({ type: String, attribute: 'scale' })\n ], SceneGraphModelViewerElement.prototype, \"scale\", void 0);\n return SceneGraphModelViewerElement;\n};\n\n/* @license\n * Copyright 2020 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst a = new Vector3();\nconst b = new Vector3();\nconst c = new Vector3();\nconst mat = new Matrix3();\nconst triangle = new Triangle();\nconst quat = new Quaternion();\n/**\n * The Hotspot object is a reference-counted slot. If decrement() returns true,\n * it should be removed from the tree so it can be garbage-collected.\n */\nclass Hotspot extends CSS2DObject {\n constructor(config) {\n super(document.createElement('div'));\n this.normal = new Vector3(0, 1, 0);\n this.initialized = false;\n this.referenceCount = 1;\n this.pivot = document.createElement('div');\n this.slot = document.createElement('slot');\n this.element.classList.add('annotation-wrapper');\n this.slot.name = config.name;\n this.element.appendChild(this.pivot);\n this.pivot.appendChild(this.slot);\n this.updatePosition(config.position);\n this.updateNormal(config.normal);\n this.surface = config.surface;\n }\n get facingCamera() {\n return !this.element.classList.contains('hide');\n }\n /**\n * Sets the hotspot to be in the highly visible foreground state.\n */\n show() {\n if (!this.facingCamera || !this.initialized) {\n this.updateVisibility(true);\n }\n }\n /**\n * Sets the hotspot to be in the diminished background state.\n */\n hide() {\n if (this.facingCamera || !this.initialized) {\n this.updateVisibility(false);\n }\n }\n /**\n * Call this when adding elements to the same slot to keep track.\n */\n increment() {\n this.referenceCount++;\n }\n /**\n * Call this when removing elements from the slot; returns true when the slot\n * is unused.\n */\n decrement() {\n if (this.referenceCount > 0) {\n --this.referenceCount;\n }\n return this.referenceCount === 0;\n }\n /**\n * Change the position of the hotspot to the input string, in the same format\n * as the data-position attribute.\n */\n updatePosition(position) {\n if (position == null)\n return;\n const positionNodes = parseExpressions(position)[0].terms;\n for (let i = 0; i < 3; ++i) {\n this.position.setComponent(i, normalizeUnit(positionNodes[i]).number);\n }\n this.updateMatrixWorld();\n }\n /**\n * Change the hotspot's normal to the input string, in the same format as the\n * data-normal attribute.\n */\n updateNormal(normal) {\n if (normal == null)\n return;\n const normalNodes = parseExpressions(normal)[0].terms;\n for (let i = 0; i < 3; ++i) {\n this.normal.setComponent(i, normalNodes[i].number);\n }\n }\n updateSurface(forceUpdate) {\n if (!forceUpdate && this.initialized) {\n return;\n }\n const { mesh, tri, bary } = this;\n if (mesh == null || tri == null || bary == null) {\n return;\n }\n mesh.getVertexPosition(tri.x, a);\n mesh.getVertexPosition(tri.y, b);\n mesh.getVertexPosition(tri.z, c);\n a.toArray(mat.elements, 0);\n b.toArray(mat.elements, 3);\n c.toArray(mat.elements, 6);\n this.position.copy(bary).applyMatrix3(mat);\n const target = this.parent;\n target.worldToLocal(mesh.localToWorld(this.position));\n triangle.set(a, b, c);\n triangle.getNormal(this.normal).transformDirection(mesh.matrixWorld);\n const scene = target.parent;\n quat.setFromAxisAngle(a.set(0, 1, 0), -scene.yaw);\n this.normal.applyQuaternion(quat);\n }\n orient(radians) {\n this.pivot.style.transform = `rotate(${radians}rad)`;\n }\n updateVisibility(show) {\n // NOTE: IE11 doesn't support a second arg for classList.toggle\n if (show) {\n this.element.classList.remove('hide');\n }\n else {\n this.element.classList.add('hide');\n }\n // NOTE: ShadyDOM doesn't support slot.assignedElements, otherwise we could\n // use that here.\n this.slot.assignedNodes().forEach((node) => {\n if (node.nodeType !== Node.ELEMENT_NODE) {\n return;\n }\n const element = node;\n // Visibility attribute can be configured per-node in the hotspot:\n const visibilityAttribute = element.dataset.visibilityAttribute;\n if (visibilityAttribute != null) {\n const attributeName = `data-${visibilityAttribute}`;\n // NOTE: IE11 doesn't support toggleAttribute\n if (show) {\n element.setAttribute(attributeName, '');\n }\n else {\n element.removeAttribute(attributeName);\n }\n }\n element.dispatchEvent(new CustomEvent('hotspot-visibility', {\n detail: {\n visible: show,\n },\n }));\n });\n this.initialized = true;\n }\n}\n\n/**\n * Two pass Gaussian blur filter (horizontal and vertical blur shaders)\n * - see http://www.cake23.de/traveling-wavefronts-lit-up.html\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n */\n\nconst HorizontalBlurShader = {\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'h': { value: 1.0 / 512.0 }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: /* glsl */`\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float h;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 sum = vec4( 0.0 );\n\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;\n\n\t\t\tgl_FragColor = sum;\n\n\t\t}`\n\n};\n\n/**\n * Two pass Gaussian blur filter (horizontal and vertical blur shaders)\n * - see http://www.cake23.de/traveling-wavefronts-lit-up.html\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n */\n\nconst VerticalBlurShader = {\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'v': { value: 1.0 / 512.0 }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: /* glsl */`\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float v;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 sum = vec4( 0.0 );\n\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;\n\n\t\t\tgl_FragColor = sum;\n\n\t\t}`\n\n};\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n/* @license\n * Copyright 2022 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// The softness [0, 1] of the shadow is mapped to a resolution between\n// 2^LOG_MAX_RESOLUTION and 2^LOG_MIN_RESOLUTION.\nconst LOG_MAX_RESOLUTION = 9;\nconst LOG_MIN_RESOLUTION = 6;\n// Animated models are not in general contained in their bounding box, as this\n// is calculated only for their resting pose. We create a cubic shadow volume\n// for animated models sized to their largest bounding box dimension multiplied\n// by this scale factor.\nconst ANIMATION_SCALING = 2;\n// Since hard shadows are not lightened by blurring and depth, set a lower\n// default intensity to make them more perceptually similar to the intensity of\n// the soft shadows.\nconst DEFAULT_HARD_INTENSITY = 0.3;\n/**\n * The Shadow class creates a shadow that fits a given scene and follows a\n * target. This shadow will follow the scene without any updates needed so long\n * as the shadow and scene are both parented to the same object (call it the\n * scene) and this scene is passed as the target parameter to the shadow's\n * constructor. We also must constrain the scene to motion within the horizontal\n * plane and call the setRotation() method whenever the scene's Y-axis rotation\n * changes. For motion outside of the horizontal plane, this.needsUpdate must be\n * set to true.\n *\n * The softness of the shadow is controlled by changing its resolution, making\n * softer shadows faster, but less precise.\n */\nclass Shadow extends Object3D {\n constructor(scene, softness, side) {\n super();\n this.camera = new OrthographicCamera();\n // private cameraHelper = new CameraHelper(this.camera);\n this.renderTarget = null;\n this.renderTargetBlur = null;\n this.depthMaterial = new MeshDepthMaterial();\n this.horizontalBlurMaterial = new ShaderMaterial(HorizontalBlurShader);\n this.verticalBlurMaterial = new ShaderMaterial(VerticalBlurShader);\n this.intensity = 0;\n this.softness = 1;\n this.boundingBox = new Box3;\n this.size = new Vector3;\n this.maxDimension = 0;\n this.isAnimated = false;\n this.needsUpdate = false;\n const { camera } = this;\n camera.rotation.x = Math.PI / 2;\n camera.left = -0.5;\n camera.right = 0.5;\n camera.bottom = -0.5;\n camera.top = 0.5;\n this.add(camera);\n // this.add(this.cameraHelper);\n // this.cameraHelper.updateMatrixWorld = function() {\n // this.matrixWorld = this.camera.matrixWorld;\n // };\n const plane = new PlaneGeometry();\n const shadowMaterial = new MeshBasicMaterial({\n // color: new Color(1, 0, 0),\n opacity: 1,\n transparent: true,\n side: BackSide,\n });\n this.floor = new Mesh(plane, shadowMaterial);\n this.floor.userData.shadow = true;\n camera.add(this.floor);\n // the plane onto which to blur the texture\n this.blurPlane = new Mesh(plane);\n this.blurPlane.visible = false;\n camera.add(this.blurPlane);\n scene.target.add(this);\n // like MeshDepthMaterial, but goes from black to transparent\n this.depthMaterial.onBeforeCompile = function (shader) {\n shader.fragmentShader = shader.fragmentShader.replace('gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );', 'gl_FragColor = vec4( vec3( 0.0 ), ( 1.0 - fragCoordZ ) * opacity );');\n };\n this.horizontalBlurMaterial.depthTest = false;\n this.verticalBlurMaterial.depthTest = false;\n this.setScene(scene, softness, side);\n }\n /**\n * Update the shadow's size and position for a new scene. Softness is also\n * needed, as this controls the shadow's resolution.\n */\n setScene(scene, softness, side) {\n const { boundingBox, size, rotation, position } = this;\n this.isAnimated = scene.animationNames.length > 0;\n this.boundingBox.copy(scene.boundingBox);\n this.size.copy(scene.size);\n this.maxDimension = Math.max(size.x, size.y, size.z) *\n (this.isAnimated ? ANIMATION_SCALING : 1);\n this.boundingBox.getCenter(position);\n if (side === 'back') {\n const { min, max } = boundingBox;\n [min.y, min.z] = [min.z, min.y];\n [max.y, max.z] = [max.z, max.y];\n [size.y, size.z] = [size.z, size.y];\n rotation.x = Math.PI / 2;\n rotation.y = Math.PI;\n }\n else {\n rotation.x = 0;\n rotation.y = 0;\n }\n if (this.isAnimated) {\n const minY = boundingBox.min.y;\n const maxY = boundingBox.max.y;\n size.y = this.maxDimension;\n boundingBox.expandByVector(size.subScalar(this.maxDimension).multiplyScalar(-0.5));\n boundingBox.min.y = minY;\n boundingBox.max.y = maxY;\n size.set(this.maxDimension, maxY - minY, this.maxDimension);\n }\n if (side === 'bottom') {\n position.y = boundingBox.min.y;\n }\n else {\n position.z = boundingBox.min.y;\n }\n this.setSoftness(softness);\n }\n /**\n * Update the shadow's resolution based on softness (between 0 and 1). Should\n * not be called frequently, as this results in reallocation.\n */\n setSoftness(softness) {\n this.softness = softness;\n const { size, camera } = this;\n const scaleY = (this.isAnimated ? ANIMATION_SCALING : 1);\n const resolution = scaleY *\n Math.pow(2, LOG_MAX_RESOLUTION -\n softness * (LOG_MAX_RESOLUTION - LOG_MIN_RESOLUTION));\n this.setMapSize(resolution);\n const softFar = size.y / 2;\n const hardFar = size.y * scaleY;\n camera.near = 0;\n camera.far = lerp(hardFar, softFar, softness);\n // we have co-opted opacity to scale the depth to clip\n this.depthMaterial.opacity = 1.0 / softness;\n camera.updateProjectionMatrix();\n // this.cameraHelper.update();\n this.setIntensity(this.intensity);\n this.setOffset(0);\n }\n /**\n * Lower-level version of the above function.\n */\n setMapSize(maxMapSize) {\n const { size } = this;\n if (this.isAnimated) {\n maxMapSize *= ANIMATION_SCALING;\n }\n const baseWidth = Math.floor(size.x > size.z ? maxMapSize : maxMapSize * size.x / size.z);\n const baseHeight = Math.floor(size.x > size.z ? maxMapSize * size.z / size.x : maxMapSize);\n // width of blur filter in pixels (not adjustable)\n const TAP_WIDTH = 10;\n const width = TAP_WIDTH + baseWidth;\n const height = TAP_WIDTH + baseHeight;\n if (this.renderTarget != null &&\n (this.renderTarget.width !== width ||\n this.renderTarget.height !== height)) {\n this.renderTarget.dispose();\n this.renderTarget = null;\n this.renderTargetBlur.dispose();\n this.renderTargetBlur = null;\n }\n if (this.renderTarget == null) {\n const params = { format: RGBAFormat };\n this.renderTarget = new WebGLRenderTarget(width, height, params);\n this.renderTargetBlur = new WebGLRenderTarget(width, height, params);\n this.floor.material.map =\n this.renderTarget.texture;\n }\n // These pads account for the softening radius around the shadow.\n this.camera.scale.set(size.x * (1 + TAP_WIDTH / baseWidth), size.z * (1 + TAP_WIDTH / baseHeight), 1);\n this.needsUpdate = true;\n }\n /**\n * Set the shadow's intensity (0 to 1), which is just its opacity. Turns off\n * shadow rendering if zero.\n */\n setIntensity(intensity) {\n this.intensity = intensity;\n if (intensity > 0) {\n this.visible = true;\n this.floor.visible = true;\n this.floor.material.opacity = intensity *\n lerp(DEFAULT_HARD_INTENSITY, 1, this.softness * this.softness);\n }\n else {\n this.visible = false;\n this.floor.visible = false;\n }\n }\n getIntensity() {\n return this.intensity;\n }\n /**\n * An offset can be specified to move the\n * shadow vertically relative to the bottom of the scene. Positive is up, so\n * values are generally negative. A small offset keeps our shadow from\n * z-fighting with any baked-in shadow plane.\n */\n setOffset(offset) {\n this.floor.position.z = -offset + 0.001 * this.maxDimension;\n }\n render(renderer, scene) {\n // this.cameraHelper.visible = false;\n // force the depthMaterial to everything\n scene.overrideMaterial = this.depthMaterial;\n // set renderer clear alpha\n const initialClearAlpha = renderer.getClearAlpha();\n renderer.setClearAlpha(0);\n this.floor.visible = false;\n // disable XR for offscreen rendering\n const xrEnabled = renderer.xr.enabled;\n renderer.xr.enabled = false;\n // render to the render target to get the depths\n const oldRenderTarget = renderer.getRenderTarget();\n renderer.setRenderTarget(this.renderTarget);\n renderer.render(scene, this.camera);\n // and reset the override material\n scene.overrideMaterial = null;\n this.floor.visible = true;\n this.blurShadow(renderer);\n // reset and render the normal scene\n renderer.xr.enabled = xrEnabled;\n renderer.setRenderTarget(oldRenderTarget);\n renderer.setClearAlpha(initialClearAlpha);\n // this.cameraHelper.visible = true;\n }\n blurShadow(renderer) {\n const { camera, horizontalBlurMaterial, verticalBlurMaterial, renderTarget, renderTargetBlur, blurPlane } = this;\n blurPlane.visible = true;\n // blur horizontally and draw in the renderTargetBlur\n blurPlane.material = horizontalBlurMaterial;\n horizontalBlurMaterial.uniforms.h.value = 1 / this.renderTarget.width;\n horizontalBlurMaterial.uniforms.tDiffuse.value = this.renderTarget.texture;\n renderer.setRenderTarget(renderTargetBlur);\n renderer.render(blurPlane, camera);\n // blur vertically and draw in the main renderTarget\n blurPlane.material = verticalBlurMaterial;\n verticalBlurMaterial.uniforms.v.value = 1 / this.renderTarget.height;\n verticalBlurMaterial.uniforms.tDiffuse.value =\n this.renderTargetBlur.texture;\n renderer.setRenderTarget(renderTarget);\n renderer.render(blurPlane, camera);\n blurPlane.visible = false;\n }\n dispose() {\n if (this.renderTarget != null) {\n this.renderTarget.dispose();\n }\n if (this.renderTargetBlur != null) {\n this.renderTargetBlur.dispose();\n }\n this.depthMaterial.dispose();\n this.horizontalBlurMaterial.dispose();\n this.verticalBlurMaterial.dispose();\n this.floor.material.dispose();\n this.floor.geometry.dispose();\n this.blurPlane.geometry.dispose();\n this.removeFromParent();\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst MIN_SHADOW_RATIO = 100;\nconst view = new Vector3();\nconst target = new Vector3();\nconst normalWorld = new Vector3();\nconst raycaster = new Raycaster();\nconst vector3 = new Vector3();\nconst ndc = new Vector2();\n/**\n * A THREE.Scene object that takes a Model and CanvasHTMLElement and\n * constructs a framed scene based off of the canvas dimensions.\n * Provides lights and cameras to be used in a renderer.\n */\nclass ModelScene extends Scene {\n constructor({ canvas, element, width, height }) {\n super();\n this.annotationRenderer = new CSS2DRenderer();\n this.schemaElement = document.createElement('script');\n this.width = 1;\n this.height = 1;\n this.aspect = 1;\n this.scaleStep = 0;\n this.renderCount = 0;\n this.externalRenderer = null;\n // These default camera values are never used, as they are reset once the\n // model is loaded and framing is computed.\n this.camera = new PerspectiveCamera(45, 1, 0.1, 100);\n this.xrCamera = null;\n this.url = null;\n this.target = new Object3D();\n this.animationNames = [];\n this.boundingBox = new Box3();\n this.boundingSphere = new Sphere();\n this.size = new Vector3();\n this.idealAspect = 0;\n this.framedFoVDeg = 0;\n this.shadow = null;\n this.shadowIntensity = 0;\n this.shadowSoftness = 1;\n this.bakedShadows = new Set();\n this.exposure = 1;\n this.canScale = true;\n this.isDirty = false;\n this.goalTarget = new Vector3();\n this.targetDamperX = new Damper();\n this.targetDamperY = new Damper();\n this.targetDamperZ = new Damper();\n this._currentGLTF = null;\n this._model = null;\n this.cancelPendingSourceChange = null;\n this.animationsByName = new Map();\n this.currentAnimationAction = null;\n this.name = 'ModelScene';\n this.element = element;\n this.canvas = canvas;\n // These default camera values are never used, as they are reset once the\n // model is loaded and framing is computed.\n this.camera = new PerspectiveCamera(45, 1, 0.1, 100);\n this.camera.name = 'MainCamera';\n this.add(this.target);\n this.setSize(width, height);\n this.target.name = 'Target';\n this.mixer = new AnimationMixer(this.target);\n const { domElement } = this.annotationRenderer;\n const { style } = domElement;\n style.display = 'none';\n style.pointerEvents = 'none';\n style.position = 'absolute';\n style.top = '0';\n this.element.shadowRoot.querySelector('.default').appendChild(domElement);\n this.schemaElement.setAttribute('type', 'application/ld+json');\n }\n /**\n * Function to create the context lazily, as when there is only one\n * element, the renderer's 3D context can be displayed\n * directly. This extra context is necessary to copy the renderings into when\n * there are more than one.\n */\n get context() {\n return this.canvas.getContext('2d');\n }\n getCamera() {\n return this.xrCamera != null ? this.xrCamera : this.camera;\n }\n queueRender() {\n this.isDirty = true;\n }\n shouldRender() {\n return this.isDirty;\n }\n hasRendered() {\n this.isDirty = false;\n }\n forceRescale() {\n this.scaleStep = -1;\n this.queueRender();\n }\n /**\n * Pass in a THREE.Object3D to be controlled\n * by this model.\n */\n async setObject(model) {\n this.reset();\n this._model = model;\n this.target.add(model);\n await this.setupScene();\n }\n /**\n * Sets the model via URL.\n */\n async setSource(url, progressCallback = () => { }) {\n if (!url || url === this.url) {\n progressCallback(1);\n return;\n }\n this.reset();\n this.url = url;\n if (this.externalRenderer != null) {\n const framingInfo = await this.externalRenderer.load(progressCallback);\n this.boundingSphere.radius = framingInfo.framedRadius;\n this.idealAspect = framingInfo.fieldOfViewAspect;\n return;\n }\n // If we have pending work due to a previous source change in progress,\n // cancel it so that we do not incur a race condition:\n if (this.cancelPendingSourceChange != null) {\n this.cancelPendingSourceChange();\n this.cancelPendingSourceChange = null;\n }\n let gltf;\n try {\n gltf = await new Promise(async (resolve, reject) => {\n this.cancelPendingSourceChange = () => reject();\n try {\n const result = await this.element[$renderer].loader.load(url, this.element, progressCallback);\n resolve(result);\n }\n catch (error) {\n reject(error);\n }\n });\n }\n catch (error) {\n if (error == null) {\n // Loading was cancelled, so silently return\n return;\n }\n throw error;\n }\n this.cancelPendingSourceChange = null;\n this.reset();\n this.url = url;\n this._currentGLTF = gltf;\n if (gltf != null) {\n this._model = gltf.scene;\n this.target.add(gltf.scene);\n }\n const { animations } = gltf;\n const animationsByName = new Map();\n const animationNames = [];\n for (const animation of animations) {\n animationsByName.set(animation.name, animation);\n animationNames.push(animation.name);\n }\n this.animations = animations;\n this.animationsByName = animationsByName;\n this.animationNames = animationNames;\n await this.setupScene();\n }\n async setupScene() {\n this.applyTransform();\n this.updateBoundingBox();\n await this.updateFraming();\n this.updateShadow();\n this.setShadowIntensity(this.shadowIntensity);\n }\n reset() {\n this.url = null;\n this.renderCount = 0;\n this.queueRender();\n if (this.shadow != null) {\n this.shadow.setIntensity(0);\n }\n this.bakedShadows.clear();\n const { _model } = this;\n if (_model != null) {\n _model.removeFromParent();\n this._model = null;\n }\n const gltf = this._currentGLTF;\n if (gltf != null) {\n gltf.dispose();\n this._currentGLTF = null;\n }\n if (this.currentAnimationAction != null) {\n this.currentAnimationAction.stop();\n this.currentAnimationAction = null;\n }\n this.mixer.stopAllAction();\n this.mixer.uncacheRoot(this);\n }\n dispose() {\n this.reset();\n if (this.shadow != null) {\n this.shadow.dispose();\n this.shadow = null;\n }\n this.element[$currentGLTF] = null;\n this.element[$originalGltfJson] = null;\n this.element[$model] = null;\n }\n get currentGLTF() {\n return this._currentGLTF;\n }\n /**\n * Updates the ModelScene for a new container size in CSS pixels.\n */\n setSize(width, height) {\n if (this.width === width && this.height === height) {\n return;\n }\n this.width = Math.max(width, 1);\n this.height = Math.max(height, 1);\n this.annotationRenderer.setSize(width, height);\n this.aspect = this.width / this.height;\n if (this.externalRenderer != null) {\n const dpr = resolveDpr();\n this.externalRenderer.resize(width * dpr, height * dpr);\n }\n this.queueRender();\n }\n markBakedShadow(mesh) {\n mesh.userData.shadow = true;\n this.bakedShadows.add(mesh);\n }\n unmarkBakedShadow(mesh) {\n mesh.userData.shadow = false;\n mesh.visible = true;\n this.bakedShadows.delete(mesh);\n this.boundingBox.expandByObject(mesh);\n }\n findBakedShadows(group) {\n const boundingBox = new Box3();\n group.traverse((object) => {\n const mesh = object;\n if (!mesh.isMesh) {\n return;\n }\n const material = mesh.material;\n if (!material.transparent) {\n return;\n }\n boundingBox.setFromObject(mesh);\n const size = boundingBox.getSize(vector3);\n const minDim = Math.min(size.x, size.y, size.z);\n const maxDim = Math.max(size.x, size.y, size.z);\n if (maxDim < MIN_SHADOW_RATIO * minDim) {\n return;\n }\n this.markBakedShadow(mesh);\n });\n }\n checkBakedShadows() {\n const { min, max } = this.boundingBox;\n const shadowBox = new Box3();\n this.boundingBox.getSize(this.size);\n for (const mesh of this.bakedShadows) {\n shadowBox.setFromObject(mesh);\n if (shadowBox.min.y < min.y + this.size.y / MIN_SHADOW_RATIO &&\n shadowBox.min.x <= min.x && shadowBox.max.x >= max.x &&\n shadowBox.min.z <= min.z && shadowBox.max.z >= max.z) {\n // floor shadow\n continue;\n }\n if (shadowBox.min.z < min.z + this.size.z / MIN_SHADOW_RATIO &&\n shadowBox.min.x <= min.x && shadowBox.max.x >= max.x &&\n shadowBox.min.y <= min.y && shadowBox.max.y >= max.y) {\n // wall shadow\n continue;\n }\n this.unmarkBakedShadow(mesh);\n }\n }\n applyTransform() {\n const { model } = this;\n if (model == null) {\n return;\n }\n const orientation = parseExpressions(this.element.orientation)[0]\n .terms;\n const roll = normalizeUnit(orientation[0]).number;\n const pitch = normalizeUnit(orientation[1]).number;\n const yaw = normalizeUnit(orientation[2]).number;\n model.quaternion.setFromEuler(new Euler(pitch, yaw, roll, 'YXZ'));\n const scale = parseExpressions(this.element.scale)[0]\n .terms;\n model.scale.set(scale[0].number, scale[1].number, scale[2].number);\n }\n updateBoundingBox() {\n const { model } = this;\n if (model == null) {\n return;\n }\n this.target.remove(model);\n this.findBakedShadows(model);\n const bound = (box, vertex) => {\n return box.expandByPoint(vertex);\n };\n this.setBakedShadowVisibility(false);\n this.boundingBox = reduceVertices(model, bound, new Box3());\n // If there's nothing but the baked shadow, then it's not a baked shadow.\n if (this.boundingBox.isEmpty()) {\n this.setBakedShadowVisibility(true);\n this.bakedShadows.forEach((mesh) => this.unmarkBakedShadow(mesh));\n this.boundingBox = reduceVertices(model, bound, new Box3());\n }\n this.checkBakedShadows();\n this.setBakedShadowVisibility();\n this.boundingBox.getSize(this.size);\n this.target.add(model);\n }\n /**\n * Calculates the boundingSphere and idealAspect that allows the 3D\n * object to be framed tightly in a 2D window of any aspect ratio without\n * clipping at any camera orbit. The camera's center target point can be\n * optionally specified. If no center is specified, it defaults to the center\n * of the bounding box, which means asymmetric models will tend to be tight on\n * one side instead of both. Proper choice of center can correct this.\n */\n async updateFraming() {\n const { model } = this;\n if (model == null) {\n return;\n }\n this.target.remove(model);\n this.setBakedShadowVisibility(false);\n const { center } = this.boundingSphere;\n this.element.requestUpdate('cameraTarget');\n await this.element.updateComplete;\n center.copy(this.getTarget());\n const radiusSquared = (value, vertex) => {\n return Math.max(value, center.distanceToSquared(vertex));\n };\n this.boundingSphere.radius =\n Math.sqrt(reduceVertices(model, radiusSquared, 0));\n const horizontalTanFov = (value, vertex) => {\n vertex.sub(center);\n const radiusXZ = Math.sqrt(vertex.x * vertex.x + vertex.z * vertex.z);\n return Math.max(value, radiusXZ / (this.idealCameraDistance() - Math.abs(vertex.y)));\n };\n this.idealAspect = reduceVertices(model, horizontalTanFov, 0) /\n Math.tan((this.framedFoVDeg / 2) * Math.PI / 180);\n this.setBakedShadowVisibility();\n this.target.add(model);\n }\n setBakedShadowVisibility(visible = this.shadowIntensity <= 0) {\n for (const shadow of this.bakedShadows) {\n shadow.visible = visible;\n }\n }\n idealCameraDistance() {\n const halfFovRad = (this.framedFoVDeg / 2) * Math.PI / 180;\n return this.boundingSphere.radius / Math.sin(halfFovRad);\n }\n /**\n * Set's the framedFieldOfView based on the aspect ratio of the window in\n * order to keep the model fully visible at any camera orientation.\n */\n adjustedFoV(fovDeg) {\n const vertical = Math.tan((fovDeg / 2) * Math.PI / 180) *\n Math.max(1, this.idealAspect / this.aspect);\n return 2 * Math.atan(vertical) * 180 / Math.PI;\n }\n getNDC(clientX, clientY) {\n if (this.xrCamera != null) {\n ndc.set(clientX / window.screen.width, clientY / window.screen.height);\n }\n else {\n const rect = this.element.getBoundingClientRect();\n ndc.set((clientX - rect.x) / this.width, (clientY - rect.y) / this.height);\n }\n ndc.multiplyScalar(2).subScalar(1);\n ndc.y *= -1;\n return ndc;\n }\n /**\n * Returns the size of the corresponding canvas element.\n */\n getSize() {\n return { width: this.width, height: this.height };\n }\n setEnvironmentAndSkybox(environment, skybox) {\n if (this.element[$renderer].arRenderer.presentedScene === this) {\n return;\n }\n this.environment = environment;\n this.background = skybox;\n this.queueRender();\n }\n /**\n * Sets the point in model coordinates the model should orbit/pivot around.\n */\n setTarget(modelX, modelY, modelZ) {\n this.goalTarget.set(-modelX, -modelY, -modelZ);\n }\n /**\n * Set the decay time of, affects the speed of target transitions.\n */\n setTargetDamperDecayTime(decayMilliseconds) {\n this.targetDamperX.setDecayTime(decayMilliseconds);\n this.targetDamperY.setDecayTime(decayMilliseconds);\n this.targetDamperZ.setDecayTime(decayMilliseconds);\n }\n /**\n * Gets the point in model coordinates the model should orbit/pivot around.\n */\n getTarget() {\n return this.goalTarget.clone().multiplyScalar(-1);\n }\n /**\n * Shifts the model to the target point immediately instead of easing in.\n */\n jumpToGoal() {\n this.updateTarget(SETTLING_TIME);\n }\n /**\n * This should be called every frame with the frame delta to cause the target\n * to transition to its set point.\n */\n updateTarget(delta) {\n const goal = this.goalTarget;\n const target = this.target.position;\n if (!goal.equals(target)) {\n const normalization = this.boundingSphere.radius / 10;\n let { x, y, z } = target;\n x = this.targetDamperX.update(x, goal.x, delta, normalization);\n y = this.targetDamperY.update(y, goal.y, delta, normalization);\n z = this.targetDamperZ.update(z, goal.z, delta, normalization);\n this.target.position.set(x, y, z);\n this.target.updateMatrixWorld();\n this.queueRender();\n return true;\n }\n else {\n return false;\n }\n }\n /**\n * Yaw the +z (front) of the model toward the indicated world coordinates.\n */\n pointTowards(worldX, worldZ) {\n const { x, z } = this.position;\n this.yaw = Math.atan2(worldX - x, worldZ - z);\n }\n get model() {\n return this._model;\n }\n /**\n * Yaw is the scene's orientation about the y-axis, around the rotation\n * center.\n */\n set yaw(radiansY) {\n this.rotation.y = radiansY;\n this.queueRender();\n }\n get yaw() {\n return this.rotation.y;\n }\n set animationTime(value) {\n this.mixer.setTime(value);\n this.queueShadowRender();\n }\n get animationTime() {\n if (this.currentAnimationAction != null) {\n const loopCount = Math.max(this.currentAnimationAction._loopCount, 0);\n if (this.currentAnimationAction.loop === LoopPingPong &&\n (loopCount & 1) === 1) {\n return this.duration - this.currentAnimationAction.time;\n }\n else {\n return this.currentAnimationAction.time;\n }\n }\n return 0;\n }\n set animationTimeScale(value) {\n this.mixer.timeScale = value;\n }\n get animationTimeScale() {\n return this.mixer.timeScale;\n }\n get duration() {\n if (this.currentAnimationAction != null &&\n this.currentAnimationAction.getClip()) {\n return this.currentAnimationAction.getClip().duration;\n }\n return 0;\n }\n get hasActiveAnimation() {\n return this.currentAnimationAction != null;\n }\n /**\n * Plays an animation if there are any associated with the current model.\n * Accepts an optional string name of an animation to play. If no name is\n * provided, or if no animation is found by the given name, always falls back\n * to playing the first animation.\n */\n playAnimation(name = null, crossfadeTime = 0, loopMode = LoopRepeat, repetitionCount = Infinity) {\n if (this._currentGLTF == null) {\n return;\n }\n const { animations } = this;\n if (animations == null || animations.length === 0) {\n console.warn(`Cannot play animation (model does not have any animations)`);\n return;\n }\n let animationClip = null;\n if (name != null) {\n animationClip = this.animationsByName.get(name);\n if (animationClip == null) {\n const parsedAnimationIndex = parseInt(name);\n if (!isNaN(parsedAnimationIndex) && parsedAnimationIndex >= 0 &&\n parsedAnimationIndex < animations.length) {\n animationClip = animations[parsedAnimationIndex];\n }\n }\n }\n if (animationClip == null) {\n animationClip = animations[0];\n }\n try {\n const { currentAnimationAction: lastAnimationAction } = this;\n const action = this.mixer.clipAction(animationClip, this);\n this.currentAnimationAction = action;\n if (this.element.paused) {\n this.mixer.stopAllAction();\n }\n else {\n action.paused = false;\n if (lastAnimationAction != null && action !== lastAnimationAction) {\n action.crossFadeFrom(lastAnimationAction, crossfadeTime, false);\n }\n else if (this.animationTimeScale > 0 &&\n this.animationTime == this.duration) {\n // This is a workaround for what I believe is a three.js bug.\n this.animationTime = 0;\n }\n }\n action.setLoop(loopMode, repetitionCount);\n action.enabled = true;\n action.clampWhenFinished = true;\n action.play();\n }\n catch (error) {\n console.error(error);\n }\n }\n stopAnimation() {\n this.currentAnimationAction = null;\n this.mixer.stopAllAction();\n }\n updateAnimation(step) {\n this.mixer.update(step);\n this.queueShadowRender();\n }\n subscribeMixerEvent(event, callback) {\n this.mixer.addEventListener(event, callback);\n }\n /**\n * Call if the object has been changed in such a way that the shadow's shape\n * has changed (not a rotation about the Y axis).\n */\n updateShadow() {\n const shadow = this.shadow;\n if (shadow != null) {\n const side = this.element.arPlacement === 'wall' ? 'back' : 'bottom';\n shadow.setScene(this, this.shadowSoftness, side);\n shadow.needsUpdate = true;\n }\n }\n renderShadow(renderer) {\n const shadow = this.shadow;\n if (shadow != null && shadow.needsUpdate == true) {\n shadow.render(renderer, this);\n shadow.needsUpdate = false;\n }\n }\n queueShadowRender() {\n if (this.shadow != null) {\n this.shadow.needsUpdate = true;\n }\n }\n /**\n * Sets the shadow's intensity, lazily creating the shadow as necessary.\n */\n setShadowIntensity(shadowIntensity) {\n this.shadowIntensity = shadowIntensity;\n if (this._currentGLTF == null) {\n return;\n }\n this.setBakedShadowVisibility();\n if (shadowIntensity <= 0 && this.shadow == null) {\n return;\n }\n if (this.shadow == null) {\n const side = this.element.arPlacement === 'wall' ? 'back' : 'bottom';\n this.shadow = new Shadow(this, this.shadowSoftness, side);\n }\n this.shadow.setIntensity(shadowIntensity);\n }\n /**\n * Sets the shadow's softness by mapping a [0, 1] softness parameter to the\n * shadow's resolution. This involves reallocation, so it should not be\n * changed frequently. Softer shadows are cheaper to render.\n */\n setShadowSoftness(softness) {\n this.shadowSoftness = softness;\n const shadow = this.shadow;\n if (shadow != null) {\n shadow.setSoftness(softness);\n }\n }\n /**\n * Shift the floor vertically from the bottom of the model's bounding box by\n * offset (should generally be negative).\n */\n setShadowOffset(offset) {\n const shadow = this.shadow;\n if (shadow != null) {\n shadow.setOffset(offset);\n }\n }\n get raycaster() {\n return raycaster;\n }\n hitFromPoint(ndcPosition, object = this) {\n this.raycaster.setFromCamera(ndcPosition, this.getCamera());\n const hits = this.raycaster.intersectObject(object, true);\n return hits.find((hit) => hit.object.visible && !hit.object.userData.shadow);\n }\n /**\n * This method returns the world position, model-space normal and texture\n * coordinate of the point on the mesh corresponding to the input pixel\n * coordinates given relative to the model-viewer element. If the mesh\n * is not hit, the result is null.\n */\n positionAndNormalFromPoint(ndcPosition, object = this) {\n const hit = this.hitFromPoint(ndcPosition, object);\n if (hit == null || hit.face == null) {\n return null;\n }\n if (hit.uv == null) {\n return { position: hit.point, normal: hit.face.normal, uv: null };\n }\n hit.face.normal.applyNormalMatrix(new Matrix3().getNormalMatrix(hit.object.matrixWorld));\n return { position: hit.point, normal: hit.face.normal, uv: hit.uv };\n }\n /**\n * This method returns a dynamic hotspot ID string of the point on the mesh\n * corresponding to the input pixel coordinates given relative to the\n * model-viewer element. The ID string can be used in the data-surface\n * attribute of the hotspot to make it follow this point on the surface even\n * as the model animates. If the mesh is not hit, the result is null.\n */\n surfaceFromPoint(ndcPosition, object = this) {\n const model = this.element.model;\n if (model == null) {\n return null;\n }\n const hit = this.hitFromPoint(ndcPosition, object);\n if (hit == null || hit.face == null) {\n return null;\n }\n const node = model[$nodeFromPoint](hit);\n const { meshes, primitives } = node.mesh.userData.associations;\n const va = new Vector3();\n const vb = new Vector3();\n const vc = new Vector3();\n const { a, b, c } = hit.face;\n const mesh = hit.object;\n mesh.getVertexPosition(a, va);\n mesh.getVertexPosition(b, vb);\n mesh.getVertexPosition(c, vc);\n const tri = new Triangle(va, vb, vc);\n const uvw = new Vector3();\n tri.getBarycoord(mesh.worldToLocal(hit.point), uvw);\n return `${meshes} ${primitives} ${a} ${b} ${c} ${uvw.x.toFixed(3)} ${uvw.y.toFixed(3)} ${uvw.z.toFixed(3)}`;\n }\n /**\n * The following methods are for operating on the set of Hotspot objects\n * attached to the scene. These come from DOM elements, provided to slots by\n * the Annotation Mixin.\n */\n addHotspot(hotspot) {\n this.target.add(hotspot);\n // This happens automatically in render(), but we do it early so that\n // the slots appear in the shadow DOM and the elements get attached,\n // allowing us to dispatch events on them.\n this.annotationRenderer.domElement.appendChild(hotspot.element);\n }\n removeHotspot(hotspot) {\n this.target.remove(hotspot);\n }\n /**\n * Helper method to apply a function to all hotspots.\n */\n forHotspots(func) {\n const { children } = this.target;\n for (let i = 0, l = children.length; i < l; i++) {\n const hotspot = children[i];\n if (hotspot instanceof Hotspot) {\n func(hotspot);\n }\n }\n }\n /**\n * Lazy initializer for surface hotspots - will only run once.\n */\n initializeSurface(hotspot) {\n if (hotspot.surface != null && hotspot.mesh == null) {\n const nodes = parseExpressions(hotspot.surface)[0].terms;\n if (nodes.length != 8) {\n console.warn(hotspot.surface + ' does not have exactly 8 numbers.');\n return;\n }\n const primitiveNode = this.element.model[$nodeFromIndex](nodes[0].number, nodes[1].number);\n const tri = new Vector3(nodes[2].number, nodes[3].number, nodes[4].number);\n if (primitiveNode == null) {\n console.warn(hotspot.surface +\n ' does not match a node/primitive in this glTF! Skipping this hotspot.');\n return;\n }\n const numVert = primitiveNode.mesh.geometry.attributes.position.count;\n if (tri.x >= numVert || tri.y >= numVert || tri.z >= numVert) {\n console.warn(hotspot.surface +\n ' vertex indices out of range in this glTF! Skipping this hotspot.');\n return;\n }\n const bary = new Vector3(nodes[5].number, nodes[6].number, nodes[7].number);\n hotspot.mesh = primitiveNode.mesh;\n hotspot.tri = tri;\n hotspot.bary = bary;\n }\n }\n /**\n * Update positions of surface hotspots to follow model animation.\n */\n updateSurfaceHotspots() {\n const forceUpdate = !this.element.paused;\n this.forHotspots((hotspot) => {\n this.initializeSurface(hotspot);\n hotspot.updateSurface(forceUpdate);\n });\n }\n /**\n * Update the CSS visibility of the hotspots based on whether their normals\n * point toward the camera.\n */\n updateHotspotsVisibility(viewerPosition) {\n this.forHotspots((hotspot) => {\n view.copy(viewerPosition);\n target.setFromMatrixPosition(hotspot.matrixWorld);\n view.sub(target);\n normalWorld.copy(hotspot.normal)\n .transformDirection(this.target.matrixWorld);\n if (view.dot(normalWorld) < 0) {\n hotspot.hide();\n }\n else {\n hotspot.show();\n }\n });\n }\n /**\n * Rotate all hotspots to an absolute orientation given by the input number of\n * radians. Zero returns them to upright.\n */\n orientHotspots(radians) {\n this.forHotspots((hotspot) => {\n hotspot.orient(radians);\n });\n }\n /**\n * Set the rendering visibility of all hotspots. This is used to hide them\n * during transitions and such.\n */\n setHotspotsVisibility(visible) {\n this.forHotspots((hotspot) => {\n hotspot.visible = visible;\n });\n }\n updateSchema(src) {\n var _a;\n const { schemaElement, element } = this;\n const { alt, poster, iosSrc } = element;\n if (src != null) {\n const encoding = [{\n '@type': 'MediaObject',\n contentUrl: src,\n encodingFormat: ((_a = src.split('.').pop()) === null || _a === void 0 ? void 0 : _a.toLowerCase()) === 'gltf' ?\n 'model/gltf+json' :\n 'model/gltf-binary'\n }];\n if (iosSrc) {\n encoding.push({\n '@type': 'MediaObject',\n contentUrl: iosSrc,\n encodingFormat: 'model/vnd.usdz+zip'\n });\n }\n const structuredData = {\n '@context': 'http://schema.org/',\n '@type': '3DModel',\n image: poster !== null && poster !== void 0 ? poster : undefined,\n name: alt !== null && alt !== void 0 ? alt : undefined,\n encoding\n };\n schemaElement.textContent = JSON.stringify(structuredData);\n document.head.appendChild(schemaElement);\n }\n else if (schemaElement.parentElement != null) {\n schemaElement.parentElement.removeChild(schemaElement);\n }\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * Converts a base64 string which represents a data url\n * into a Blob of the same contents.\n */\nconst dataUrlToBlob = async (base64DataUrl) => {\n return new Promise((resolve, reject) => {\n const sliceSize = 512;\n const typeMatch = base64DataUrl.match(/data:(.*);/);\n if (!typeMatch) {\n return reject(new Error(`${base64DataUrl} is not a valid data Url`));\n }\n const type = typeMatch[1];\n const base64 = base64DataUrl.replace(/data:image\\/\\w+;base64,/, '');\n const byteCharacters = atob(base64);\n const byteArrays = [];\n for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {\n const slice = byteCharacters.slice(offset, offset + sliceSize);\n const byteNumbers = new Array(slice.length);\n for (let i = 0; i < slice.length; i++) {\n byteNumbers[i] = slice.charCodeAt(i);\n }\n const byteArray = new Uint8Array(byteNumbers);\n byteArrays.push(byteArray);\n }\n resolve(new Blob(byteArrays, { type }));\n });\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * ProgressTracker is an event emitter that helps to track the ongoing progress\n * of many simultaneous actions.\n *\n * ProgressTracker reports progress activity in the form of a progress event.\n * The event.detail.totalProgress value indicates the elapsed progress of all\n * activities being tracked by the ProgressTracker.\n *\n * The value of totalProgress is a number that progresses from 0 to 1. The\n * ProgressTracker allows for the lazy accumulation of tracked actions, so the\n * total progress represents a abstract, non-absolute progress towards the\n * completion of all currently tracked events.\n *\n * When all currently tracked activities are finished, the ProgressTracker\n * emits one final progress event and then resets the list of its currently\n * tracked activities. This means that from an observer's perspective,\n * ongoing activities will accumulate and collectively contribute to the notion\n * of total progress until all currently tracked ongoing activities have\n * completed.\n */\nclass ProgressTracker extends EventTarget {\n constructor() {\n super(...arguments);\n this.ongoingActivities = new Set();\n this.totalProgress = 0;\n }\n /**\n * The total number of activities currently being tracked.\n */\n get ongoingActivityCount() {\n return this.ongoingActivities.size;\n }\n /**\n * Registers a new activity to be tracked by the progress tracker. The method\n * returns a special callback that should be invoked whenever new progress is\n * ready to be reported. The progress should be reported as a value between 0\n * and 1, where 0 would represent the beginning of the action and 1 would\n * represent its completion.\n *\n * There is no built-in notion of a time-out for ongoing activities, so once\n * an ongoing activity is begun, it is up to the consumer of this API to\n * update the progress until that activity is no longer ongoing.\n *\n * Progress is only allowed to move forward for any given activity. If a lower\n * progress is reported than the previously reported progress, it will be\n * ignored.\n */\n beginActivity() {\n const activity = { progress: 0, completed: false };\n this.ongoingActivities.add(activity);\n if (this.ongoingActivityCount === 1) {\n // Announce the first progress event (which should always be 0 / 1\n // total progress):\n this.announceTotalProgress(activity, 0);\n }\n return (progress) => {\n let nextProgress;\n nextProgress = Math.max(clamp(progress, 0, 1), activity.progress);\n if (nextProgress !== activity.progress) {\n this.announceTotalProgress(activity, nextProgress);\n }\n return activity.progress;\n };\n }\n announceTotalProgress(updatedActivity, nextProgress) {\n let progressLeft = 0;\n let completedActivities = 0;\n if (nextProgress == 1.0)\n updatedActivity.completed = true;\n for (const activity of this.ongoingActivities) {\n const { progress } = activity;\n progressLeft += 1.0 - progress;\n if (activity.completed === true) {\n completedActivities++;\n }\n }\n const lastProgress = updatedActivity.progress;\n updatedActivity.progress = nextProgress;\n // Advance the total progress by the fraction of total remaining progress\n // due to this activity.\n this.totalProgress += (nextProgress - lastProgress) *\n (1.0 - this.totalProgress) / progressLeft;\n const totalProgress = completedActivities === this.ongoingActivityCount ?\n 1.0 :\n this.totalProgress;\n this.dispatchEvent(new CustomEvent('progress', { detail: { totalProgress } }));\n if (completedActivities === this.ongoingActivityCount) {\n this.totalProgress = 0.0;\n this.ongoingActivities.clear();\n }\n }\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$4 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nvar _a$1, _b$1, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o;\nconst CLEAR_MODEL_TIMEOUT_MS = 10;\nconst FALLBACK_SIZE_UPDATE_THRESHOLD_MS = 50;\nconst ANNOUNCE_MODEL_VISIBILITY_DEBOUNCE_THRESHOLD = 0;\nconst UNSIZED_MEDIA_WIDTH = 300;\nconst UNSIZED_MEDIA_HEIGHT = 150;\nconst blobCanvas = document.createElement('canvas');\nconst $fallbackResizeHandler = Symbol('fallbackResizeHandler');\nconst $defaultAriaLabel = Symbol('defaultAriaLabel');\nconst $resizeObserver = Symbol('resizeObserver');\nconst $clearModelTimeout = Symbol('clearModelTimeout');\nconst $onContextLost = Symbol('onContextLost');\nconst $loaded = Symbol('loaded');\nconst $status = Symbol('status');\nconst $onFocus = Symbol('onFocus');\nconst $onBlur = Symbol('onBlur');\nconst $updateSize = Symbol('updateSize');\nconst $intersectionObserver = Symbol('intersectionObserver');\nconst $isElementInViewport = Symbol('isElementInViewport');\nconst $announceModelVisibility = Symbol('announceModelVisibility');\nconst $ariaLabel = Symbol('ariaLabel');\nconst $altDefaulted = Symbol('altDefaulted');\nconst $statusElement = Symbol('statusElement');\nconst $updateStatus = Symbol('updateStatus');\nconst $loadedTime = Symbol('loadedTime');\nconst $updateSource = Symbol('updateSource');\nconst $markLoaded = Symbol('markLoaded');\nconst $container = Symbol('container');\nconst $userInputElement = Symbol('input');\nconst $canvas = Symbol('canvas');\nconst $scene = Symbol('scene');\nconst $needsRender = Symbol('needsRender');\nconst $tick = Symbol('tick');\nconst $onModelLoad = Symbol('onModelLoad');\nconst $onResize = Symbol('onResize');\nconst $renderer = Symbol('renderer');\nconst $progressTracker = Symbol('progressTracker');\nconst $getLoaded = Symbol('getLoaded');\nconst $getModelIsVisible = Symbol('getModelIsVisible');\nconst $shouldAttemptPreload = Symbol('shouldAttemptPreload');\nconst toVector3D = (v) => {\n return {\n x: v.x,\n y: v.y,\n z: v.z,\n toString() {\n return `${this.x}m ${this.y}m ${this.z}m`;\n }\n };\n};\nconst toVector2D = (v) => {\n return {\n u: v.x,\n v: v.y,\n toString() {\n return `${this.u} ${this.v}`;\n }\n };\n};\n/**\n * Definition for a basic element.\n */\nclass ModelViewerElementBase extends d$1 {\n /**\n * Creates a new ModelViewerElement.\n */\n constructor() {\n super();\n this.alt = null;\n this.src = null;\n this.withCredentials = false;\n /**\n * Generates a 3D model schema https://schema.org/3DModel associated with\n * the loaded src and inserts it into the header of the page for search\n * engines to crawl.\n */\n this.generateSchema = false;\n this[_a$1] = false;\n this[_b$1] = false;\n this[_c] = 0;\n this[_d] = '';\n this[_e] = null;\n this[_f] = debounce(() => {\n const boundingRect = this.getBoundingClientRect();\n this[$updateSize](boundingRect);\n }, FALLBACK_SIZE_UPDATE_THRESHOLD_MS);\n this[_g] = debounce((oldVisibility) => {\n const newVisibility = this.modelIsVisible;\n if (newVisibility !== oldVisibility) {\n this.dispatchEvent(new CustomEvent('model-visibility', { detail: { visible: newVisibility } }));\n }\n }, ANNOUNCE_MODEL_VISIBILITY_DEBOUNCE_THRESHOLD);\n this[_h] = null;\n this[_j] = null;\n this[_k] = new ProgressTracker();\n this[_l] = () => {\n this[$statusElement].textContent = this[$status];\n };\n this[_m] = () => {\n this[$statusElement].textContent = '';\n };\n this[_o] = (event) => {\n this.dispatchEvent(new CustomEvent('error', { detail: { type: 'webglcontextlost', sourceError: event.sourceEvent } }));\n };\n this.attachShadow({ mode: 'open' });\n const shadowRoot = this.shadowRoot;\n makeTemplate(shadowRoot);\n this[$container] = shadowRoot.querySelector('.container');\n this[$userInputElement] =\n shadowRoot.querySelector('.userInput');\n this[$canvas] = shadowRoot.querySelector('canvas');\n this[$statusElement] =\n shadowRoot.querySelector('#status');\n this[$defaultAriaLabel] =\n this[$userInputElement].getAttribute('aria-label');\n // Because of potential race conditions related to invoking the constructor\n // we only use the bounding rect to set the initial size if the element is\n // already connected to the document:\n let width, height;\n if (this.isConnected) {\n const rect = this.getBoundingClientRect();\n width = rect.width;\n height = rect.height;\n }\n else {\n width = UNSIZED_MEDIA_WIDTH;\n height = UNSIZED_MEDIA_HEIGHT;\n }\n // Create the underlying ModelScene.\n this[$scene] =\n new ModelScene({ canvas: this[$canvas], element: this, width, height });\n // Update initial size on microtask timing so that subclasses have a\n // chance to initialize\n Promise.resolve().then(() => {\n this[$updateSize](this.getBoundingClientRect());\n });\n if (HAS_RESIZE_OBSERVER) {\n // Set up a resize observer so we can scale our canvas\n // if our changes\n this[$resizeObserver] =\n new ResizeObserver((entries) => {\n // Don't resize anything if in AR mode; otherwise the canvas\n // scaling to fullscreen on entering AR will clobber the flat/2d\n // dimensions of the element.\n if (this[$renderer].isPresenting) {\n return;\n }\n for (let entry of entries) {\n if (entry.target === this) {\n this[$updateSize](entry.contentRect);\n }\n }\n });\n }\n if (HAS_INTERSECTION_OBSERVER) {\n this[$intersectionObserver] = new IntersectionObserver(entries => {\n for (let entry of entries) {\n if (entry.target === this) {\n const oldVisibility = this.modelIsVisible;\n this[$isElementInViewport] = entry.isIntersecting;\n this[$announceModelVisibility](oldVisibility);\n if (this[$isElementInViewport] && !this.loaded) {\n this[$updateSource]();\n }\n }\n }\n }, {\n root: null,\n // We used to have margin here, but it was causing animated models below\n // the fold to steal the frame budget. Weirder still, it would also\n // cause input events to be swallowed, sometimes for seconds on the\n // model above the fold, but only when the animated model was completely\n // below. Setting this margin to zero fixed it.\n rootMargin: '0px',\n // With zero threshold, an element adjacent to but not intersecting the\n // viewport will be reported as intersecting, which will cause\n // unnecessary rendering. Any slight positive threshold alleviates this.\n threshold: 0.00001,\n });\n }\n else {\n // If there is no intersection observer, then all models should be visible\n // at all times:\n this[$isElementInViewport] = true;\n }\n }\n static get is() {\n return 'model-viewer';\n }\n /** @export */\n static set modelCacheSize(value) {\n CachingGLTFLoader[$evictionPolicy].evictionThreshold = value;\n }\n /** @export */\n static get modelCacheSize() {\n return CachingGLTFLoader[$evictionPolicy].evictionThreshold;\n }\n /** @export */\n static set minimumRenderScale(value) {\n if (value > 1) {\n console.warn(' minimumRenderScale has been clamped to a maximum value of 1.');\n }\n if (value <= 0) {\n console.warn(' minimumRenderScale has been clamped to a minimum value of 0.25.');\n }\n Renderer.singleton.minScale = value;\n }\n /** @export */\n static get minimumRenderScale() {\n return Renderer.singleton.minScale;\n }\n /** @export */\n get loaded() {\n return this[$getLoaded]();\n }\n get [(_a$1 = $isElementInViewport, _b$1 = $loaded, _c = $loadedTime, _d = $status, _e = $clearModelTimeout, _f = $fallbackResizeHandler, _g = $announceModelVisibility, _h = $resizeObserver, _j = $intersectionObserver, _k = $progressTracker, $renderer)]() {\n return Renderer.singleton;\n }\n /** @export */\n get modelIsVisible() {\n return this[$getModelIsVisible]();\n }\n connectedCallback() {\n super.connectedCallback && super.connectedCallback();\n if (HAS_RESIZE_OBSERVER) {\n this[$resizeObserver].observe(this);\n }\n else {\n self.addEventListener('resize', this[$fallbackResizeHandler]);\n }\n if (HAS_INTERSECTION_OBSERVER) {\n this[$intersectionObserver].observe(this);\n }\n this.addEventListener('focus', this[$onFocus]);\n this.addEventListener('blur', this[$onBlur]);\n const renderer = this[$renderer];\n renderer.addEventListener('contextlost', this[$onContextLost]);\n renderer.registerScene(this[$scene]);\n if (this[$clearModelTimeout] != null) {\n self.clearTimeout(this[$clearModelTimeout]);\n this[$clearModelTimeout] = null;\n // Force an update in case the model has been evicted from our GLTF cache\n // @see https://lit-element.polymer-project.org/guide/lifecycle#requestupdate\n this.requestUpdate('src', null);\n }\n }\n disconnectedCallback() {\n super.disconnectedCallback && super.disconnectedCallback();\n if (HAS_RESIZE_OBSERVER) {\n this[$resizeObserver].unobserve(this);\n }\n else {\n self.removeEventListener('resize', this[$fallbackResizeHandler]);\n }\n if (HAS_INTERSECTION_OBSERVER) {\n this[$intersectionObserver].unobserve(this);\n }\n this.removeEventListener('focus', this[$onFocus]);\n this.removeEventListener('blur', this[$onBlur]);\n const renderer = this[$renderer];\n renderer.removeEventListener('contextlost', this[$onContextLost]);\n renderer.unregisterScene(this[$scene]);\n this[$clearModelTimeout] = self.setTimeout(() => {\n this[$scene].dispose();\n this[$clearModelTimeout] = null;\n }, CLEAR_MODEL_TIMEOUT_MS);\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n // NOTE(cdata): If a property changes from values A -> B -> A in the space\n // of a microtask, LitElement/UpdatingElement will notify of a change even\n // though the value has effectively not changed, so we need to check to make\n // sure that the value has actually changed before changing the loaded flag.\n if (changedProperties.has('src')) {\n if (this.src == null) {\n this[$loaded] = false;\n this[$loadedTime] = 0;\n this[$scene].reset();\n }\n else if (this.src !== this[$scene].url) {\n this[$loaded] = false;\n this[$loadedTime] = 0;\n this[$updateSource]();\n }\n }\n if (changedProperties.has('alt')) {\n this[$userInputElement].setAttribute('aria-label', this[$ariaLabel]);\n }\n if (changedProperties.has('withCredentials')) {\n CachingGLTFLoader.withCredentials = this.withCredentials;\n this[$renderer].textureUtils.withCredentials = this.withCredentials;\n }\n if (changedProperties.has('generateSchema')) {\n if (this.generateSchema) {\n this[$scene].updateSchema(this.src);\n }\n else {\n this[$scene].updateSchema(null);\n }\n }\n }\n /** @export */\n toDataURL(type, encoderOptions) {\n return this[$renderer]\n .displayCanvas(this[$scene])\n .toDataURL(type, encoderOptions);\n }\n /** @export */\n async toBlob(options) {\n const mimeType = options ? options.mimeType : undefined;\n const qualityArgument = options ? options.qualityArgument : undefined;\n const useIdealAspect = options ? options.idealAspect : undefined;\n const { width, height, idealAspect, aspect } = this[$scene];\n const { dpr, scaleFactor } = this[$renderer];\n let outputWidth = width * scaleFactor * dpr;\n let outputHeight = height * scaleFactor * dpr;\n let offsetX = 0;\n let offsetY = 0;\n if (useIdealAspect === true) {\n if (idealAspect > aspect) {\n const oldHeight = outputHeight;\n outputHeight = Math.round(outputWidth / idealAspect);\n offsetY = (oldHeight - outputHeight) / 2;\n }\n else {\n const oldWidth = outputWidth;\n outputWidth = Math.round(outputHeight * idealAspect);\n offsetX = (oldWidth - outputWidth) / 2;\n }\n }\n blobCanvas.width = outputWidth;\n blobCanvas.height = outputHeight;\n try {\n return new Promise(async (resolve, reject) => {\n blobCanvas.getContext('2d').drawImage(this[$renderer].displayCanvas(this[$scene]), offsetX, offsetY, outputWidth, outputHeight, 0, 0, outputWidth, outputHeight);\n if (blobCanvas.msToBlob) {\n // NOTE: msToBlob only returns image/png\n // so ensure mimeType is not specified (defaults to image/png)\n // or is image/png, otherwise fallback to using toDataURL on IE.\n if (!mimeType || mimeType === 'image/png') {\n return resolve(blobCanvas.msToBlob());\n }\n }\n if (!blobCanvas.toBlob) {\n return resolve(await dataUrlToBlob(blobCanvas.toDataURL(mimeType, qualityArgument)));\n }\n blobCanvas.toBlob((blob) => {\n if (!blob) {\n return reject(new Error('Unable to retrieve canvas blob'));\n }\n resolve(blob);\n }, mimeType, qualityArgument);\n });\n }\n finally {\n this[$updateSize]({ width, height });\n }\n }\n registerRenderer(renderer) {\n this[$scene].externalRenderer = renderer;\n }\n unregisterRenderer() {\n this[$scene].externalRenderer = null;\n }\n get [$ariaLabel]() {\n return this[$altDefaulted];\n }\n get [$altDefaulted]() {\n return (this.alt == null || this.alt === 'null') ? this[$defaultAriaLabel] :\n this.alt;\n }\n // NOTE(cdata): Although this may seem extremely redundant, it is required in\n // order to support overloading when TypeScript is compiled to ES5\n // @see https://github.com/Polymer/lit-element/pull/745\n // @see https://github.com/microsoft/TypeScript/issues/338\n [$getLoaded]() {\n return this[$loaded];\n }\n // @see [$getLoaded]\n [$getModelIsVisible]() {\n return this.loaded && this[$isElementInViewport];\n }\n [$shouldAttemptPreload]() {\n return !!this.src && this[$isElementInViewport];\n }\n /**\n * Called on initialization and when the resize observer fires.\n */\n [$updateSize]({ width, height }) {\n if (width === 0 || height === 0) {\n return;\n }\n this[$container].style.width = `${width}px`;\n this[$container].style.height = `${height}px`;\n this[$onResize]({ width, height });\n }\n [$tick](_time, _delta) {\n }\n [$markLoaded]() {\n if (this[$loaded]) {\n return;\n }\n this[$loaded] = true;\n this[$loadedTime] = performance.now();\n }\n [$needsRender]() {\n this[$scene].queueRender();\n }\n [$onModelLoad]() {\n }\n [$updateStatus](status) {\n this[$status] = status;\n const rootNode = this.getRootNode();\n // Only change the aria-label if is currently focused:\n if (rootNode != null && rootNode.activeElement === this &&\n this[$statusElement].textContent != status) {\n this[$statusElement].textContent = status;\n }\n }\n [(_l = $onFocus, _m = $onBlur, $onResize)](e) {\n this[$scene].setSize(e.width, e.height);\n }\n /**\n * Parses the element for an appropriate source URL and\n * sets the views to use the new model based.\n */\n async [(_o = $onContextLost, $updateSource)]() {\n const scene = this[$scene];\n if (this.loaded || !this[$shouldAttemptPreload]() ||\n this.src === scene.url) {\n return;\n }\n if (this.generateSchema) {\n scene.updateSchema(this.src);\n }\n this[$updateStatus]('Loading');\n // If we are loading a new model, we need to stop the animation of\n // the current one (if any is playing). Otherwise, we might lose\n // the reference to the scene root and running actions start to\n // throw exceptions and/or behave in unexpected ways:\n scene.stopAnimation();\n const updateSourceProgress = this[$progressTracker].beginActivity();\n const source = this.src;\n try {\n const srcUpdated = scene.setSource(source, (progress) => updateSourceProgress(clamp(progress, 0, 1) * 0.95));\n const envUpdated = this[$updateEnvironment]();\n await Promise.all([srcUpdated, envUpdated]);\n this[$markLoaded]();\n this[$onModelLoad]();\n // Wait for shaders to compile and pixels to be drawn.\n await new Promise(resolve => {\n requestAnimationFrame(() => {\n requestAnimationFrame(() => {\n this.dispatchEvent(new CustomEvent('load', { detail: { url: source } }));\n resolve();\n });\n });\n });\n }\n catch (error) {\n this.dispatchEvent(new CustomEvent('error', { detail: { type: 'loadfailure', sourceError: error } }));\n }\n finally {\n updateSourceProgress(1.0);\n }\n }\n}\n__decorate$4([\n e$3({ type: String })\n], ModelViewerElementBase.prototype, \"alt\", void 0);\n__decorate$4([\n e$3({ type: String })\n], ModelViewerElementBase.prototype, \"src\", void 0);\n__decorate$4([\n e$3({ type: Boolean, attribute: 'with-credentials' })\n], ModelViewerElementBase.prototype, \"withCredentials\", void 0);\n__decorate$4([\n e$3({ type: Boolean, attribute: 'generate-schema' })\n], ModelViewerElementBase.prototype, \"generateSchema\", void 0);\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$3 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nconst MILLISECONDS_PER_SECOND = 1000.0;\nconst $changeAnimation = Symbol('changeAnimation');\nconst $paused = Symbol('paused');\nconst DEFAULT_PLAY_OPTIONS = {\n repetitions: Infinity,\n pingpong: false\n};\nconst AnimationMixin = (ModelViewerElement) => {\n var _a;\n class AnimationModelViewerElement extends ModelViewerElement {\n constructor(...args) {\n super(args);\n this.autoplay = false;\n this.animationName = undefined;\n this.animationCrossfadeDuration = 300;\n this[_a] = true;\n this[$scene].subscribeMixerEvent('loop', (e) => {\n const count = e.action._loopCount;\n this.dispatchEvent(new CustomEvent('loop', { detail: { count } }));\n });\n this[$scene].subscribeMixerEvent('finished', () => {\n this[$paused] = true;\n this.dispatchEvent(new CustomEvent('finished'));\n });\n }\n /**\n * Returns an array\n */\n get availableAnimations() {\n if (this.loaded) {\n return this[$scene].animationNames;\n }\n return [];\n }\n get duration() {\n return this[$scene].duration;\n }\n get paused() {\n return this[$paused];\n }\n get currentTime() {\n return this[$scene].animationTime;\n }\n set currentTime(value) {\n this[$scene].animationTime = value;\n this[$needsRender]();\n }\n get timeScale() {\n return this[$scene].animationTimeScale;\n }\n set timeScale(value) {\n this[$scene].animationTimeScale = value;\n }\n pause() {\n if (this[$paused]) {\n return;\n }\n this[$paused] = true;\n this.dispatchEvent(new CustomEvent('pause'));\n }\n play(options) {\n if (this.availableAnimations.length > 0) {\n this[$paused] = false;\n this[$changeAnimation](options);\n this.dispatchEvent(new CustomEvent('play'));\n }\n }\n [(_a = $paused, $onModelLoad)]() {\n super[$onModelLoad]();\n this[$paused] = true;\n if (this.autoplay) {\n this.play();\n }\n }\n [$tick](_time, delta) {\n super[$tick](_time, delta);\n if (this[$paused] ||\n (!this[$getModelIsVisible]() && !this[$renderer].isPresenting)) {\n return;\n }\n this[$scene].updateAnimation(delta / MILLISECONDS_PER_SECOND);\n this[$needsRender]();\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('autoplay') && this.autoplay) {\n this.play();\n }\n if (changedProperties.has('animationName')) {\n this[$changeAnimation]();\n }\n }\n [$changeAnimation](options = DEFAULT_PLAY_OPTIONS) {\n var _b;\n const repetitions = (_b = options.repetitions) !== null && _b !== void 0 ? _b : Infinity;\n const mode = options.pingpong ?\n LoopPingPong :\n (repetitions === 1 ? LoopOnce : LoopRepeat);\n this[$scene].playAnimation(this.animationName, this.animationCrossfadeDuration / MILLISECONDS_PER_SECOND, mode, repetitions);\n // If we are currently paused, we need to force a render so that\n // the scene updates to the first frame of the new animation\n if (this[$paused]) {\n this[$scene].updateAnimation(0);\n this[$needsRender]();\n }\n }\n }\n __decorate$3([\n e$3({ type: Boolean })\n ], AnimationModelViewerElement.prototype, \"autoplay\", void 0);\n __decorate$3([\n e$3({ type: String, attribute: 'animation-name' })\n ], AnimationModelViewerElement.prototype, \"animationName\", void 0);\n __decorate$3([\n e$3({ type: Number, attribute: 'animation-crossfade-duration' })\n ], AnimationModelViewerElement.prototype, \"animationCrossfadeDuration\", void 0);\n return AnimationModelViewerElement;\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nconst $hotspotMap = Symbol('hotspotMap');\nconst $mutationCallback = Symbol('mutationCallback');\nconst $observer = Symbol('observer');\nconst $addHotspot = Symbol('addHotspot');\nconst $removeHotspot = Symbol('removeHotspot');\nconst worldToModel = new Matrix4();\n/**\n * AnnotationMixin implements a declarative API to add hotspots and annotations.\n * Child elements of the element that have a slot name that\n * begins with \"hotspot\" and data-position and data-normal attributes in\n * the format of the camera-target attribute will be added to the scene and\n * track the specified model coordinates.\n */\nconst AnnotationMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class AnnotationModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this[_a] = new Map();\n this[_b] = (mutations) => {\n mutations.forEach((mutation) => {\n // NOTE: Be wary that in ShadyDOM cases, the MutationRecord\n // only has addedNodes and removedNodes (and no other details).\n if (!(mutation instanceof MutationRecord) ||\n mutation.type === 'childList') {\n mutation.addedNodes.forEach((node) => {\n this[$addHotspot](node);\n });\n mutation.removedNodes.forEach((node) => {\n this[$removeHotspot](node);\n });\n this[$needsRender]();\n }\n });\n };\n this[_c] = new MutationObserver(this[$mutationCallback]);\n }\n connectedCallback() {\n super.connectedCallback();\n for (let i = 0; i < this.children.length; ++i) {\n this[$addHotspot](this.children[i]);\n }\n const { ShadyDOM } = self;\n if (ShadyDOM == null) {\n this[$observer].observe(this, { childList: true });\n }\n else {\n this[$observer] =\n ShadyDOM.observeChildren(this, this[$mutationCallback]);\n }\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n const { ShadyDOM } = self;\n if (ShadyDOM == null) {\n this[$observer].disconnect();\n }\n else {\n ShadyDOM.unobserveChildren(this[$observer]);\n }\n }\n [(_a = $hotspotMap, _b = $mutationCallback, _c = $observer, $tick)](time, delta) {\n super[$tick](time, delta);\n const scene = this[$scene];\n const { annotationRenderer } = scene;\n const camera = scene.getCamera();\n if (scene.shouldRender()) {\n scene.updateSurfaceHotspots();\n scene.updateHotspotsVisibility(camera.position);\n annotationRenderer.domElement.style.display = '';\n annotationRenderer.render(scene, camera);\n }\n }\n /**\n * Since the data-position and data-normal attributes are not observed, use\n * this method to move a hotspot. Keep in mind that all hotspots with the\n * same slot name use a single location and the first definition takes\n * precedence, until updated with this method.\n */\n updateHotspot(config) {\n const hotspot = this[$hotspotMap].get(config.name);\n if (hotspot == null) {\n return;\n }\n hotspot.updatePosition(config.position);\n hotspot.updateNormal(config.normal);\n hotspot.surface = config.surface;\n this[$needsRender]();\n }\n /**\n * This method returns in-scene data about a requested hotspot including\n * its position in screen (canvas) space and its current visibility.\n */\n queryHotspot(name) {\n const hotspot = this[$hotspotMap].get(name);\n if (hotspot == null) {\n return null;\n }\n const position = toVector3D(hotspot.position);\n const normal = toVector3D(hotspot.normal);\n const facingCamera = hotspot.facingCamera;\n const scene = this[$scene];\n const camera = scene.getCamera();\n const vector = new Vector3();\n vector.setFromMatrixPosition(hotspot.matrixWorld);\n vector.project(camera);\n const widthHalf = scene.width / 2;\n const heightHalf = scene.height / 2;\n vector.x = (vector.x * widthHalf) + widthHalf;\n vector.y = -(vector.y * heightHalf) + heightHalf;\n const canvasPosition = toVector3D(new Vector3(vector.x, vector.y, vector.z));\n if (!Number.isFinite(canvasPosition.x) ||\n !Number.isFinite(canvasPosition.y)) {\n return null;\n }\n return { position, normal, canvasPosition, facingCamera };\n }\n /**\n * This method returns the model position, normal and texture coordinate\n * of the point on the mesh corresponding to the input pixel coordinates\n * given relative to the model-viewer element. The position and normal\n * are returned as strings in the format suitable for putting in a\n * hotspot's data-position and data-normal attributes. If the mesh is\n * not hit, the result is null.\n */\n positionAndNormalFromPoint(pixelX, pixelY) {\n const scene = this[$scene];\n const ndcPosition = scene.getNDC(pixelX, pixelY);\n const hit = scene.positionAndNormalFromPoint(ndcPosition);\n if (hit == null) {\n return null;\n }\n worldToModel.copy(scene.target.matrixWorld).invert();\n const position = toVector3D(hit.position.applyMatrix4(worldToModel));\n const normal = toVector3D(hit.normal.transformDirection(worldToModel));\n let uv = null;\n if (hit.uv != null) {\n uv = toVector2D(hit.uv);\n }\n return { position: position, normal: normal, uv: uv };\n }\n /**\n * This method returns a dynamic hotspot ID string of the point on the mesh\n * corresponding to the input pixel coordinates given relative to the\n * model-viewer element. The ID string can be used in the data-surface\n * attribute of the hotspot to make it follow this point on the surface even\n * as the model animates. If the mesh is not hit, the result is null.\n */\n surfaceFromPoint(pixelX, pixelY) {\n const scene = this[$scene];\n const ndcPosition = scene.getNDC(pixelX, pixelY);\n return scene.surfaceFromPoint(ndcPosition);\n }\n [$addHotspot](node) {\n if (!(node instanceof HTMLElement &&\n node.slot.indexOf('hotspot') === 0)) {\n return;\n }\n let hotspot = this[$hotspotMap].get(node.slot);\n if (hotspot != null) {\n hotspot.increment();\n }\n else {\n hotspot = new Hotspot({\n name: node.slot,\n position: node.dataset.position,\n normal: node.dataset.normal,\n surface: node.dataset.surface,\n });\n this[$hotspotMap].set(node.slot, hotspot);\n this[$scene].addHotspot(hotspot);\n }\n this[$scene].queueRender();\n }\n [$removeHotspot](node) {\n if (!(node instanceof HTMLElement)) {\n return;\n }\n const hotspot = this[$hotspotMap].get(node.slot);\n if (!hotspot) {\n return;\n }\n if (hotspot.decrement()) {\n this[$scene].removeHotspot(hotspot);\n this[$hotspotMap].delete(node.slot);\n }\n this[$scene].queueRender();\n }\n }\n return AnnotationModelViewerElement;\n};\n\n/*!\nfflate - fast JavaScript compression/decompression\n\nLicensed under MIT. https://github.com/101arrowz/fflate/blob/master/LICENSE\nversion 0.6.9\n*/\nvar durl = function (c) { return URL.createObjectURL(new Blob([c], { type: 'text/javascript' })); };\ntry {\n URL.revokeObjectURL(durl(''));\n}\ncatch (e) {\n // We're in Deno or a very old browser\n durl = function (c) { return 'data:application/javascript;charset=UTF-8,' + encodeURI(c); };\n}\n\n// aliases for shorter compressed code (most minifers don't do this)\nvar u8 = Uint8Array, u16 = Uint16Array, u32 = Uint32Array;\n// fixed length extra bits\nvar fleb = new u8([0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, /* unused */ 0, 0, /* impossible */ 0]);\n// fixed distance extra bits\n// see fleb note\nvar fdeb = new u8([0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, /* unused */ 0, 0]);\n// code length index map\nvar clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]);\n// get base, reverse index map from extra bits\nvar freb = function (eb, start) {\n var b = new u16(31);\n for (var i = 0; i < 31; ++i) {\n b[i] = start += 1 << eb[i - 1];\n }\n // numbers here are at max 18 bits\n var r = new u32(b[30]);\n for (var i = 1; i < 30; ++i) {\n for (var j = b[i]; j < b[i + 1]; ++j) {\n r[j] = ((j - b[i]) << 5) | i;\n }\n }\n return [b, r];\n};\nvar _a = freb(fleb, 2), fl = _a[0], revfl = _a[1];\n// we can ignore the fact that the other numbers are wrong; they never happen anyway\nfl[28] = 258, revfl[258] = 28;\nvar _b = freb(fdeb, 0), revfd = _b[1];\n// map of value to reverse (assuming 16 bits)\nvar rev = new u16(32768);\nfor (var i = 0; i < 32768; ++i) {\n // reverse table algorithm from SO\n var x = ((i & 0xAAAA) >>> 1) | ((i & 0x5555) << 1);\n x = ((x & 0xCCCC) >>> 2) | ((x & 0x3333) << 2);\n x = ((x & 0xF0F0) >>> 4) | ((x & 0x0F0F) << 4);\n rev[i] = (((x & 0xFF00) >>> 8) | ((x & 0x00FF) << 8)) >>> 1;\n}\n// create huffman tree from u8 \"map\": index -> code length for code index\n// mb (max bits) must be at most 15\n// TODO: optimize/split up?\nvar hMap = (function (cd, mb, r) {\n var s = cd.length;\n // index\n var i = 0;\n // u16 \"map\": index -> # of codes with bit length = index\n var l = new u16(mb);\n // length of cd must be 288 (total # of codes)\n for (; i < s; ++i)\n ++l[cd[i] - 1];\n // u16 \"map\": index -> minimum code for bit length = index\n var le = new u16(mb);\n for (i = 0; i < mb; ++i) {\n le[i] = (le[i - 1] + l[i - 1]) << 1;\n }\n var co;\n if (r) {\n // u16 \"map\": index -> number of actual bits, symbol for code\n co = new u16(1 << mb);\n // bits to remove for reverser\n var rvb = 15 - mb;\n for (i = 0; i < s; ++i) {\n // ignore 0 lengths\n if (cd[i]) {\n // num encoding both symbol and bits read\n var sv = (i << 4) | cd[i];\n // free bits\n var r_1 = mb - cd[i];\n // start value\n var v = le[cd[i] - 1]++ << r_1;\n // m is end value\n for (var m = v | ((1 << r_1) - 1); v <= m; ++v) {\n // every 16 bit value starting with the code yields the same result\n co[rev[v] >>> rvb] = sv;\n }\n }\n }\n }\n else {\n co = new u16(s);\n for (i = 0; i < s; ++i) {\n if (cd[i]) {\n co[i] = rev[le[cd[i] - 1]++] >>> (15 - cd[i]);\n }\n }\n }\n return co;\n});\n// fixed length tree\nvar flt = new u8(288);\nfor (var i = 0; i < 144; ++i)\n flt[i] = 8;\nfor (var i = 144; i < 256; ++i)\n flt[i] = 9;\nfor (var i = 256; i < 280; ++i)\n flt[i] = 7;\nfor (var i = 280; i < 288; ++i)\n flt[i] = 8;\n// fixed distance tree\nvar fdt = new u8(32);\nfor (var i = 0; i < 32; ++i)\n fdt[i] = 5;\n// fixed length map\nvar flm = /*#__PURE__*/ hMap(flt, 9, 0);\n// fixed distance map\nvar fdm = /*#__PURE__*/ hMap(fdt, 5, 0);\n// get end of byte\nvar shft = function (p) { return ((p / 8) | 0) + (p & 7 && 1); };\n// typed array slice - allows garbage collector to free original reference,\n// while being more compatible than .slice\nvar slc = function (v, s, e) {\n if (s == null || s < 0)\n s = 0;\n if (e == null || e > v.length)\n e = v.length;\n // can't use .constructor in case user-supplied\n var n = new (v instanceof u16 ? u16 : v instanceof u32 ? u32 : u8)(e - s);\n n.set(v.subarray(s, e));\n return n;\n};\n// starting at p, write the minimum number of bits that can hold v to d\nvar wbits = function (d, p, v) {\n v <<= p & 7;\n var o = (p / 8) | 0;\n d[o] |= v;\n d[o + 1] |= v >>> 8;\n};\n// starting at p, write the minimum number of bits (>8) that can hold v to d\nvar wbits16 = function (d, p, v) {\n v <<= p & 7;\n var o = (p / 8) | 0;\n d[o] |= v;\n d[o + 1] |= v >>> 8;\n d[o + 2] |= v >>> 16;\n};\n// creates code lengths from a frequency table\nvar hTree = function (d, mb) {\n // Need extra info to make a tree\n var t = [];\n for (var i = 0; i < d.length; ++i) {\n if (d[i])\n t.push({ s: i, f: d[i] });\n }\n var s = t.length;\n var t2 = t.slice();\n if (!s)\n return [et, 0];\n if (s == 1) {\n var v = new u8(t[0].s + 1);\n v[t[0].s] = 1;\n return [v, 1];\n }\n t.sort(function (a, b) { return a.f - b.f; });\n // after i2 reaches last ind, will be stopped\n // freq must be greater than largest possible number of symbols\n t.push({ s: -1, f: 25001 });\n var l = t[0], r = t[1], i0 = 0, i1 = 1, i2 = 2;\n t[0] = { s: -1, f: l.f + r.f, l: l, r: r };\n // efficient algorithm from UZIP.js\n // i0 is lookbehind, i2 is lookahead - after processing two low-freq\n // symbols that combined have high freq, will start processing i2 (high-freq,\n // non-composite) symbols instead\n // see https://reddit.com/r/photopea/comments/ikekht/uzipjs_questions/\n while (i1 != s - 1) {\n l = t[t[i0].f < t[i2].f ? i0++ : i2++];\n r = t[i0 != i1 && t[i0].f < t[i2].f ? i0++ : i2++];\n t[i1++] = { s: -1, f: l.f + r.f, l: l, r: r };\n }\n var maxSym = t2[0].s;\n for (var i = 1; i < s; ++i) {\n if (t2[i].s > maxSym)\n maxSym = t2[i].s;\n }\n // code lengths\n var tr = new u16(maxSym + 1);\n // max bits in tree\n var mbt = ln(t[i1 - 1], tr, 0);\n if (mbt > mb) {\n // more algorithms from UZIP.js\n // TODO: find out how this code works (debt)\n // ind debt\n var i = 0, dt = 0;\n // left cost\n var lft = mbt - mb, cst = 1 << lft;\n t2.sort(function (a, b) { return tr[b.s] - tr[a.s] || a.f - b.f; });\n for (; i < s; ++i) {\n var i2_1 = t2[i].s;\n if (tr[i2_1] > mb) {\n dt += cst - (1 << (mbt - tr[i2_1]));\n tr[i2_1] = mb;\n }\n else\n break;\n }\n dt >>>= lft;\n while (dt > 0) {\n var i2_2 = t2[i].s;\n if (tr[i2_2] < mb)\n dt -= 1 << (mb - tr[i2_2]++ - 1);\n else\n ++i;\n }\n for (; i >= 0 && dt; --i) {\n var i2_3 = t2[i].s;\n if (tr[i2_3] == mb) {\n --tr[i2_3];\n ++dt;\n }\n }\n mbt = mb;\n }\n return [new u8(tr), mbt];\n};\n// get the max length and assign length codes\nvar ln = function (n, l, d) {\n return n.s == -1\n ? Math.max(ln(n.l, l, d + 1), ln(n.r, l, d + 1))\n : (l[n.s] = d);\n};\n// length codes generation\nvar lc = function (c) {\n var s = c.length;\n // Note that the semicolon was intentional\n while (s && !c[--s])\n ;\n var cl = new u16(++s);\n // ind num streak\n var cli = 0, cln = c[0], cls = 1;\n var w = function (v) { cl[cli++] = v; };\n for (var i = 1; i <= s; ++i) {\n if (c[i] == cln && i != s)\n ++cls;\n else {\n if (!cln && cls > 2) {\n for (; cls > 138; cls -= 138)\n w(32754);\n if (cls > 2) {\n w(cls > 10 ? ((cls - 11) << 5) | 28690 : ((cls - 3) << 5) | 12305);\n cls = 0;\n }\n }\n else if (cls > 3) {\n w(cln), --cls;\n for (; cls > 6; cls -= 6)\n w(8304);\n if (cls > 2)\n w(((cls - 3) << 5) | 8208), cls = 0;\n }\n while (cls--)\n w(cln);\n cls = 1;\n cln = c[i];\n }\n }\n return [cl.subarray(0, cli), s];\n};\n// calculate the length of output from tree, code lengths\nvar clen = function (cf, cl) {\n var l = 0;\n for (var i = 0; i < cl.length; ++i)\n l += cf[i] * cl[i];\n return l;\n};\n// writes a fixed block\n// returns the new bit pos\nvar wfblk = function (out, pos, dat) {\n // no need to write 00 as type: TypedArray defaults to 0\n var s = dat.length;\n var o = shft(pos + 2);\n out[o] = s & 255;\n out[o + 1] = s >>> 8;\n out[o + 2] = out[o] ^ 255;\n out[o + 3] = out[o + 1] ^ 255;\n for (var i = 0; i < s; ++i)\n out[o + i + 4] = dat[i];\n return (o + 4 + s) * 8;\n};\n// writes a block\nvar wblk = function (dat, out, final, syms, lf, df, eb, li, bs, bl, p) {\n wbits(out, p++, final);\n ++lf[256];\n var _a = hTree(lf, 15), dlt = _a[0], mlb = _a[1];\n var _b = hTree(df, 15), ddt = _b[0], mdb = _b[1];\n var _c = lc(dlt), lclt = _c[0], nlc = _c[1];\n var _d = lc(ddt), lcdt = _d[0], ndc = _d[1];\n var lcfreq = new u16(19);\n for (var i = 0; i < lclt.length; ++i)\n lcfreq[lclt[i] & 31]++;\n for (var i = 0; i < lcdt.length; ++i)\n lcfreq[lcdt[i] & 31]++;\n var _e = hTree(lcfreq, 7), lct = _e[0], mlcb = _e[1];\n var nlcc = 19;\n for (; nlcc > 4 && !lct[clim[nlcc - 1]]; --nlcc)\n ;\n var flen = (bl + 5) << 3;\n var ftlen = clen(lf, flt) + clen(df, fdt) + eb;\n var dtlen = clen(lf, dlt) + clen(df, ddt) + eb + 14 + 3 * nlcc + clen(lcfreq, lct) + (2 * lcfreq[16] + 3 * lcfreq[17] + 7 * lcfreq[18]);\n if (flen <= ftlen && flen <= dtlen)\n return wfblk(out, p, dat.subarray(bs, bs + bl));\n var lm, ll, dm, dl;\n wbits(out, p, 1 + (dtlen < ftlen)), p += 2;\n if (dtlen < ftlen) {\n lm = hMap(dlt, mlb, 0), ll = dlt, dm = hMap(ddt, mdb, 0), dl = ddt;\n var llm = hMap(lct, mlcb, 0);\n wbits(out, p, nlc - 257);\n wbits(out, p + 5, ndc - 1);\n wbits(out, p + 10, nlcc - 4);\n p += 14;\n for (var i = 0; i < nlcc; ++i)\n wbits(out, p + 3 * i, lct[clim[i]]);\n p += 3 * nlcc;\n var lcts = [lclt, lcdt];\n for (var it = 0; it < 2; ++it) {\n var clct = lcts[it];\n for (var i = 0; i < clct.length; ++i) {\n var len = clct[i] & 31;\n wbits(out, p, llm[len]), p += lct[len];\n if (len > 15)\n wbits(out, p, (clct[i] >>> 5) & 127), p += clct[i] >>> 12;\n }\n }\n }\n else {\n lm = flm, ll = flt, dm = fdm, dl = fdt;\n }\n for (var i = 0; i < li; ++i) {\n if (syms[i] > 255) {\n var len = (syms[i] >>> 18) & 31;\n wbits16(out, p, lm[len + 257]), p += ll[len + 257];\n if (len > 7)\n wbits(out, p, (syms[i] >>> 23) & 31), p += fleb[len];\n var dst = syms[i] & 31;\n wbits16(out, p, dm[dst]), p += dl[dst];\n if (dst > 3)\n wbits16(out, p, (syms[i] >>> 5) & 8191), p += fdeb[dst];\n }\n else {\n wbits16(out, p, lm[syms[i]]), p += ll[syms[i]];\n }\n }\n wbits16(out, p, lm[256]);\n return p + ll[256];\n};\n// deflate options (nice << 13) | chain\nvar deo = /*#__PURE__*/ new u32([65540, 131080, 131088, 131104, 262176, 1048704, 1048832, 2114560, 2117632]);\n// empty\nvar et = /*#__PURE__*/ new u8(0);\n// compresses data into a raw DEFLATE buffer\nvar dflt = function (dat, lvl, plvl, pre, post, lst) {\n var s = dat.length;\n var o = new u8(pre + s + 5 * (1 + Math.ceil(s / 7000)) + post);\n // writing to this writes to the output buffer\n var w = o.subarray(pre, o.length - post);\n var pos = 0;\n if (!lvl || s < 8) {\n for (var i = 0; i <= s; i += 65535) {\n // end\n var e = i + 65535;\n if (e < s) {\n // write full block\n pos = wfblk(w, pos, dat.subarray(i, e));\n }\n else {\n // write final block\n w[i] = lst;\n pos = wfblk(w, pos, dat.subarray(i, s));\n }\n }\n }\n else {\n var opt = deo[lvl - 1];\n var n = opt >>> 13, c = opt & 8191;\n var msk_1 = (1 << plvl) - 1;\n // prev 2-byte val map curr 2-byte val map\n var prev = new u16(32768), head = new u16(msk_1 + 1);\n var bs1_1 = Math.ceil(plvl / 3), bs2_1 = 2 * bs1_1;\n var hsh = function (i) { return (dat[i] ^ (dat[i + 1] << bs1_1) ^ (dat[i + 2] << bs2_1)) & msk_1; };\n // 24576 is an arbitrary number of maximum symbols per block\n // 424 buffer for last block\n var syms = new u32(25000);\n // length/literal freq distance freq\n var lf = new u16(288), df = new u16(32);\n // l/lcnt exbits index l/lind waitdx bitpos\n var lc_1 = 0, eb = 0, i = 0, li = 0, wi = 0, bs = 0;\n for (; i < s; ++i) {\n // hash value\n // deopt when i > s - 3 - at end, deopt acceptable\n var hv = hsh(i);\n // index mod 32768 previous index mod\n var imod = i & 32767, pimod = head[hv];\n prev[imod] = pimod;\n head[hv] = imod;\n // We always should modify head and prev, but only add symbols if\n // this data is not yet processed (\"wait\" for wait index)\n if (wi <= i) {\n // bytes remaining\n var rem = s - i;\n if ((lc_1 > 7000 || li > 24576) && rem > 423) {\n pos = wblk(dat, w, 0, syms, lf, df, eb, li, bs, i - bs, pos);\n li = lc_1 = eb = 0, bs = i;\n for (var j = 0; j < 286; ++j)\n lf[j] = 0;\n for (var j = 0; j < 30; ++j)\n df[j] = 0;\n }\n // len dist chain\n var l = 2, d = 0, ch_1 = c, dif = (imod - pimod) & 32767;\n if (rem > 2 && hv == hsh(i - dif)) {\n var maxn = Math.min(n, rem) - 1;\n var maxd = Math.min(32767, i);\n // max possible length\n // not capped at dif because decompressors implement \"rolling\" index population\n var ml = Math.min(258, rem);\n while (dif <= maxd && --ch_1 && imod != pimod) {\n if (dat[i + l] == dat[i + l - dif]) {\n var nl = 0;\n for (; nl < ml && dat[i + nl] == dat[i + nl - dif]; ++nl)\n ;\n if (nl > l) {\n l = nl, d = dif;\n // break out early when we reach \"nice\" (we are satisfied enough)\n if (nl > maxn)\n break;\n // now, find the rarest 2-byte sequence within this\n // length of literals and search for that instead.\n // Much faster than just using the start\n var mmd = Math.min(dif, nl - 2);\n var md = 0;\n for (var j = 0; j < mmd; ++j) {\n var ti = (i - dif + j + 32768) & 32767;\n var pti = prev[ti];\n var cd = (ti - pti + 32768) & 32767;\n if (cd > md)\n md = cd, pimod = ti;\n }\n }\n }\n // check the previous match\n imod = pimod, pimod = prev[imod];\n dif += (imod - pimod + 32768) & 32767;\n }\n }\n // d will be nonzero only when a match was found\n if (d) {\n // store both dist and len data in one Uint32\n // Make sure this is recognized as a len/dist with 28th bit (2^28)\n syms[li++] = 268435456 | (revfl[l] << 18) | revfd[d];\n var lin = revfl[l] & 31, din = revfd[d] & 31;\n eb += fleb[lin] + fdeb[din];\n ++lf[257 + lin];\n ++df[din];\n wi = i + l;\n ++lc_1;\n }\n else {\n syms[li++] = dat[i];\n ++lf[dat[i]];\n }\n }\n }\n pos = wblk(dat, w, lst, syms, lf, df, eb, li, bs, i - bs, pos);\n // this is the easiest way to avoid needing to maintain state\n if (!lst && pos & 7)\n pos = wfblk(w, pos + 1, et);\n }\n return slc(o, 0, pre + shft(pos) + post);\n};\n// CRC32 table\nvar crct = /*#__PURE__*/ (function () {\n var t = new u32(256);\n for (var i = 0; i < 256; ++i) {\n var c = i, k = 9;\n while (--k)\n c = ((c & 1) && 0xEDB88320) ^ (c >>> 1);\n t[i] = c;\n }\n return t;\n})();\n// CRC32\nvar crc = function () {\n var c = -1;\n return {\n p: function (d) {\n // closures have awful performance\n var cr = c;\n for (var i = 0; i < d.length; ++i)\n cr = crct[(cr & 255) ^ d[i]] ^ (cr >>> 8);\n c = cr;\n },\n d: function () { return ~c; }\n };\n};\n// deflate with opts\nvar dopt = function (dat, opt, pre, post, st) {\n return dflt(dat, opt.level == null ? 6 : opt.level, opt.mem == null ? Math.ceil(Math.max(8, Math.min(13, Math.log(dat.length))) * 1.5) : (12 + opt.mem), pre, post, !st);\n};\n// Walmart object spread\nvar mrg = function (a, b) {\n var o = {};\n for (var k in a)\n o[k] = a[k];\n for (var k in b)\n o[k] = b[k];\n return o;\n};\n// write bytes\nvar wbytes = function (d, b, v) {\n for (; v; ++b)\n d[b] = v, v >>>= 8;\n};\n/**\n * Compresses data with DEFLATE without any wrapper\n * @param data The data to compress\n * @param opts The compression options\n * @returns The deflated version of the data\n */\nfunction deflateSync(data, opts) {\n return dopt(data, opts || {}, 0, 0);\n}\n// flatten a directory structure\nvar fltn = function (d, p, t, o) {\n for (var k in d) {\n var val = d[k], n = p + k;\n if (val instanceof u8)\n t[n] = [val, o];\n else if (Array.isArray(val))\n t[n] = [val[0], mrg(o, val[1])];\n else\n fltn(val, n + '/', t, o);\n }\n};\n// text encoder\nvar te = typeof TextEncoder != 'undefined' && /*#__PURE__*/ new TextEncoder();\n// text decoder\nvar td = typeof TextDecoder != 'undefined' && /*#__PURE__*/ new TextDecoder();\n// text decoder stream\nvar tds = 0;\ntry {\n td.decode(et, { stream: true });\n tds = 1;\n}\ncatch (e) { }\n/**\n * Converts a string into a Uint8Array for use with compression/decompression methods\n * @param str The string to encode\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n * not need to be true unless decoding a binary string.\n * @returns The string encoded in UTF-8/Latin-1 binary\n */\nfunction strToU8(str, latin1) {\n if (latin1) {\n var ar_1 = new u8(str.length);\n for (var i = 0; i < str.length; ++i)\n ar_1[i] = str.charCodeAt(i);\n return ar_1;\n }\n if (te)\n return te.encode(str);\n var l = str.length;\n var ar = new u8(str.length + (str.length >> 1));\n var ai = 0;\n var w = function (v) { ar[ai++] = v; };\n for (var i = 0; i < l; ++i) {\n if (ai + 5 > ar.length) {\n var n = new u8(ai + 8 + ((l - i) << 1));\n n.set(ar);\n ar = n;\n }\n var c = str.charCodeAt(i);\n if (c < 128 || latin1)\n w(c);\n else if (c < 2048)\n w(192 | (c >> 6)), w(128 | (c & 63));\n else if (c > 55295 && c < 57344)\n c = 65536 + (c & 1023 << 10) | (str.charCodeAt(++i) & 1023),\n w(240 | (c >> 18)), w(128 | ((c >> 12) & 63)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n else\n w(224 | (c >> 12)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n }\n return slc(ar, 0, ai);\n}\n// extra field length\nvar exfl = function (ex) {\n var le = 0;\n if (ex) {\n for (var k in ex) {\n var l = ex[k].length;\n if (l > 65535)\n throw 'extra field too long';\n le += l + 4;\n }\n }\n return le;\n};\n// write zip header\nvar wzh = function (d, b, f, fn, u, c, ce, co) {\n var fl = fn.length, ex = f.extra, col = co && co.length;\n var exl = exfl(ex);\n wbytes(d, b, ce != null ? 0x2014B50 : 0x4034B50), b += 4;\n if (ce != null)\n d[b++] = 20, d[b++] = f.os;\n d[b] = 20, b += 2; // spec compliance? what's that?\n d[b++] = (f.flag << 1) | (c == null && 8), d[b++] = u && 8;\n d[b++] = f.compression & 255, d[b++] = f.compression >> 8;\n var dt = new Date(f.mtime == null ? Date.now() : f.mtime), y = dt.getFullYear() - 1980;\n if (y < 0 || y > 119)\n throw 'date not in range 1980-2099';\n wbytes(d, b, (y << 25) | ((dt.getMonth() + 1) << 21) | (dt.getDate() << 16) | (dt.getHours() << 11) | (dt.getMinutes() << 5) | (dt.getSeconds() >>> 1)), b += 4;\n if (c != null) {\n wbytes(d, b, f.crc);\n wbytes(d, b + 4, c);\n wbytes(d, b + 8, f.size);\n }\n wbytes(d, b + 12, fl);\n wbytes(d, b + 14, exl), b += 16;\n if (ce != null) {\n wbytes(d, b, col);\n wbytes(d, b + 6, f.attrs);\n wbytes(d, b + 10, ce), b += 14;\n }\n d.set(fn, b);\n b += fl;\n if (exl) {\n for (var k in ex) {\n var exf = ex[k], l = exf.length;\n wbytes(d, b, +k);\n wbytes(d, b + 2, l);\n d.set(exf, b + 4), b += 4 + l;\n }\n }\n if (col)\n d.set(co, b), b += col;\n return b;\n};\n// write zip footer (end of central directory)\nvar wzf = function (o, b, c, d, e) {\n wbytes(o, b, 0x6054B50); // skip disk\n wbytes(o, b + 8, c);\n wbytes(o, b + 10, c);\n wbytes(o, b + 12, d);\n wbytes(o, b + 16, e);\n};\n/**\n * Synchronously creates a ZIP file. Prefer using `zip` for better performance\n * with more than one file.\n * @param data The directory structure for the ZIP archive\n * @param opts The main options, merged with per-file options\n * @returns The generated ZIP archive\n */\nfunction zipSync(data, opts) {\n if (!opts)\n opts = {};\n var r = {};\n var files = [];\n fltn(data, '', r, opts);\n var o = 0;\n var tot = 0;\n for (var fn in r) {\n var _a = r[fn], file = _a[0], p = _a[1];\n var compression = p.level == 0 ? 0 : 8;\n var f = strToU8(fn), s = f.length;\n var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n var exl = exfl(p.extra);\n if (s > 65535)\n throw 'filename too long';\n var d = compression ? deflateSync(file, p) : file, l = d.length;\n var c = crc();\n c.p(file);\n files.push(mrg(p, {\n size: file.length,\n crc: c.d(),\n c: d,\n f: f,\n m: m,\n u: s != fn.length || (m && (com.length != ms)),\n o: o,\n compression: compression\n }));\n o += 30 + s + exl + l;\n tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n }\n var out = new u8(tot + 22), oe = o, cdl = tot - o;\n for (var i = 0; i < files.length; ++i) {\n var f = files[i];\n wzh(out, f.o, f, f.f, f.u, f.c.length);\n var badd = 30 + f.f.length + exfl(f.extra);\n out.set(f.c, f.o + badd);\n wzh(out, o, f, f.f, f.u, f.c.length, f.o, f.m), o += 16 + badd + (f.m ? f.m.length : 0);\n }\n wzf(out, o, files.length, cdl, oe);\n return out;\n}\n\nclass USDZExporter {\n\n\tasync parse( scene, options = {} ) {\n\n\t\toptions = Object.assign( {\n\t\t\tar: {\n\t\t\t\tanchoring: { type: 'plane' },\n\t\t\t\tplaneAnchoring: { alignment: 'horizontal' }\n\t\t\t}\n\t\t}, options );\n\n\t\tconst files = {};\n\t\tconst modelFileName = 'model.usda';\n\n\t\t// model file should be first in USDZ archive so we init it here\n\t\tfiles[ modelFileName ] = null;\n\n\t\tlet output = buildHeader();\n\n\t\toutput += buildSceneStart( options );\n\n\t\tconst materials = {};\n\t\tconst textures = {};\n\n\t\tscene.traverseVisible( ( object ) => {\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tconst geometry = object.geometry;\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material.isMeshStandardMaterial ) {\n\n\t\t\t\t\tconst geometryFileName = 'geometries/Geometry_' + geometry.id + '.usd';\n\n\t\t\t\t\tif ( ! ( geometryFileName in files ) ) {\n\n\t\t\t\t\t\tconst meshObject = buildMeshObject( geometry );\n\t\t\t\t\t\tfiles[ geometryFileName ] = buildUSDFileAsString( meshObject );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! ( material.uuid in materials ) ) {\n\n\t\t\t\t\t\tmaterials[ material.uuid ] = material;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutput += buildXform( object, geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.USDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isCamera ) {\n\n\t\t\t\toutput += buildCamera( object );\n\n\t\t\t}\n\n\t\t} );\n\n\n\t\toutput += buildSceneEnd();\n\n\t\toutput += buildMaterials( materials, textures );\n\n\t\tfiles[ modelFileName ] = strToU8( output );\n\t\toutput = null;\n\n\t\tfor ( const id in textures ) {\n\n\t\t\tconst texture = textures[ id ];\n\t\t\tconst color = id.split( '_' )[ 1 ];\n\t\t\tconst isRGBA = texture.format === 1023;\n\n\t\t\tconst canvas = imageToCanvas( texture.image, color );\n\t\t\tconst blob = await new Promise( resolve => canvas.toBlob( resolve, isRGBA ? 'image/png' : 'image/jpeg', 1 ) );\n\n\t\t\tfiles[ `textures/Texture_${ id }.${ isRGBA ? 'png' : 'jpg' }` ] = new Uint8Array( await blob.arrayBuffer() );\n\n\t\t}\n\n\t\t// 64 byte alignment\n\t\t// https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\n\n\t\tlet offset = 0;\n\n\t\tfor ( const filename in files ) {\n\n\t\t\tconst file = files[ filename ];\n\t\t\tconst headerSize = 34 + filename.length;\n\n\t\t\toffset += headerSize;\n\n\t\t\tconst offsetMod64 = offset & 63;\n\n\t\t\tif ( offsetMod64 !== 4 ) {\n\n\t\t\t\tconst padLength = 64 - offsetMod64;\n\t\t\t\tconst padding = new Uint8Array( padLength );\n\n\t\t\t\tfiles[ filename ] = [ file, { extra: { 12345: padding } } ];\n\n\t\t\t}\n\n\t\t\toffset = file.length;\n\n\t\t}\n\n\t\treturn zipSync( files, { level: 0 } );\n\n\t}\n\n}\n\nfunction imageToCanvas( image, color ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\tconst scale = 1024 / Math.max( image.width, image.height );\n\n\t\tconst canvas = document.createElement( 'canvas' );\n\t\tcanvas.width = image.width * Math.min( 1, scale );\n\t\tcanvas.height = image.height * Math.min( 1, scale );\n\n\t\tconst context = canvas.getContext( '2d' );\n\t\tcontext.drawImage( image, 0, 0, canvas.width, canvas.height );\n\n\t\tif ( color !== undefined ) {\n\n\t\t\tconst hex = parseInt( color, 16 );\n\n\t\t\tconst r = ( hex >> 16 & 255 ) / 255;\n\t\t\tconst g = ( hex >> 8 & 255 ) / 255;\n\t\t\tconst b = ( hex & 255 ) / 255;\n\n\t\t\tconst imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );\n\t\t\tconst data = imagedata.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i += 4 ) {\n\n\t\t\t\tdata[ i + 0 ] = data[ i + 0 ] * r;\n\t\t\t\tdata[ i + 1 ] = data[ i + 1 ] * g;\n\t\t\t\tdata[ i + 2 ] = data[ i + 2 ] * b;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imagedata, 0, 0 );\n\n\t\t}\n\n\t\treturn canvas;\n\n\t} else {\n\n\t\tthrow new Error( 'THREE.USDZExporter: No valid image data found. Unable to process texture.' );\n\n\t}\n\n}\n\n//\n\nconst PRECISION = 7;\n\nfunction buildHeader() {\n\n\treturn `#usda 1.0\n(\n customLayerData = {\n string creator = \"Three.js USDZExporter\"\n }\n metersPerUnit = 1\n upAxis = \"Y\"\n)\n\n`;\n\n}\n\nfunction buildSceneStart( options ) {\n\n\treturn `def Xform \"Root\"\n{\n def Scope \"Scenes\" (\n kind = \"sceneLibrary\"\n )\n {\n def Xform \"Scene\" (\n customData = {\n bool preliminary_collidesWithEnvironment = 0\n string sceneName = \"Scene\"\n }\n sceneName = \"Scene\"\n )\n {\n token preliminary:anchoring:type = \"${options.ar.anchoring.type}\"\n token preliminary:planeAnchoring:alignment = \"${options.ar.planeAnchoring.alignment}\"\n\n`;\n\n}\n\nfunction buildSceneEnd() {\n\n\treturn `\n }\n }\n}\n\n`;\n\n}\n\nfunction buildUSDFileAsString( dataToInsert ) {\n\n\tlet output = buildHeader();\n\toutput += dataToInsert;\n\treturn strToU8( output );\n\n}\n\n// Xform\n\nfunction buildXform( object, geometry, material ) {\n\n\tconst name = 'Object_' + object.id;\n\tconst transform = buildMatrix( object.matrixWorld );\n\n\tif ( object.matrixWorld.determinant() < 0 ) {\n\n\t\tconsole.warn( 'THREE.USDZExporter: USDZ does not support negative scales', object );\n\n\t}\n\n\treturn `def Xform \"${ name }\" (\n prepend references = @./geometries/Geometry_${ geometry.id }.usd@\n)\n{\n matrix4d xformOp:transform = ${ transform }\n uniform token[] xformOpOrder = [\"xformOp:transform\"]\n\n rel material:binding = \n}\n\n`;\n\n}\n\nfunction buildMatrix( matrix ) {\n\n\tconst array = matrix.elements;\n\n\treturn `( ${ buildMatrixRow( array, 0 ) }, ${ buildMatrixRow( array, 4 ) }, ${ buildMatrixRow( array, 8 ) }, ${ buildMatrixRow( array, 12 ) } )`;\n\n}\n\nfunction buildMatrixRow( array, offset ) {\n\n\treturn `(${ array[ offset + 0 ] }, ${ array[ offset + 1 ] }, ${ array[ offset + 2 ] }, ${ array[ offset + 3 ] })`;\n\n}\n\n// Mesh\n\nfunction buildMeshObject( geometry ) {\n\n\tconst mesh = buildMesh( geometry );\n\treturn `\ndef \"Geometry\"\n{\n ${mesh}\n}\n`;\n\n}\n\nfunction buildMesh( geometry ) {\n\n\tconst name = 'Geometry';\n\tconst attributes = geometry.attributes;\n\tconst count = attributes.position.count;\n\n\treturn `\n def Mesh \"${ name }\"\n {\n int[] faceVertexCounts = [${ buildMeshVertexCount( geometry ) }]\n int[] faceVertexIndices = [${ buildMeshVertexIndices( geometry ) }]\n normal3f[] normals = [${ buildVector3Array( attributes.normal, count )}] (\n interpolation = \"vertex\"\n )\n point3f[] points = [${ buildVector3Array( attributes.position, count )}]\n float2[] primvars:st = [${ buildVector2Array( attributes.uv, count )}] (\n interpolation = \"vertex\"\n )\n uniform token subdivisionScheme = \"none\"\n }\n`;\n\n}\n\nfunction buildMeshVertexCount( geometry ) {\n\n\tconst count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;\n\n\treturn Array( count / 3 ).fill( 3 ).join( ', ' );\n\n}\n\nfunction buildMeshVertexIndices( geometry ) {\n\n\tconst index = geometry.index;\n\tconst array = [];\n\n\tif ( index !== null ) {\n\n\t\tfor ( let i = 0; i < index.count; i ++ ) {\n\n\t\t\tarray.push( index.getX( i ) );\n\n\t\t}\n\n\t} else {\n\n\t\tconst length = geometry.attributes.position.count;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tarray.push( i );\n\n\t\t}\n\n\t}\n\n\treturn array.join( ', ' );\n\n}\n\nfunction buildVector3Array( attribute, count ) {\n\n\tif ( attribute === undefined ) {\n\n\t\tconsole.warn( 'USDZExporter: Normals missing.' );\n\t\treturn Array( count ).fill( '(0, 0, 0)' ).join( ', ' );\n\n\t}\n\n\tconst array = [];\n\n\tfor ( let i = 0; i < attribute.count; i ++ ) {\n\n\t\tconst x = attribute.getX( i );\n\t\tconst y = attribute.getY( i );\n\t\tconst z = attribute.getZ( i );\n\n\t\tarray.push( `(${ x.toPrecision( PRECISION ) }, ${ y.toPrecision( PRECISION ) }, ${ z.toPrecision( PRECISION ) })` );\n\n\t}\n\n\treturn array.join( ', ' );\n\n}\n\nfunction buildVector2Array( attribute, count ) {\n\n\tif ( attribute === undefined ) {\n\n\t\tconsole.warn( 'USDZExporter: UVs missing.' );\n\t\treturn Array( count ).fill( '(0, 0)' ).join( ', ' );\n\n\t}\n\n\tconst array = [];\n\n\tfor ( let i = 0; i < attribute.count; i ++ ) {\n\n\t\tconst x = attribute.getX( i );\n\t\tconst y = attribute.getY( i );\n\n\t\tarray.push( `(${ x.toPrecision( PRECISION ) }, ${ 1 - y.toPrecision( PRECISION ) })` );\n\n\t}\n\n\treturn array.join( ', ' );\n\n}\n\n// Materials\n\nfunction buildMaterials( materials, textures ) {\n\n\tconst array = [];\n\n\tfor ( const uuid in materials ) {\n\n\t\tconst material = materials[ uuid ];\n\n\t\tarray.push( buildMaterial( material, textures ) );\n\n\t}\n\n\treturn `def \"Materials\"\n{\n${ array.join( '' ) }\n}\n\n`;\n\n}\n\nfunction buildMaterial( material, textures ) {\n\n\t// https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\n\n\tconst pad = ' ';\n\tconst inputs = [];\n\tconst samplers = [];\n\n\tfunction buildTexture( texture, mapType, color ) {\n\n\t\tconst id = texture.id + ( color ? '_' + color.getHexString() : '' );\n\t\tconst isRGBA = texture.format === 1023;\n\n\t\ttextures[ id ] = texture;\n\n\t\treturn `\n def Shader \"Transform2d_${ mapType }\" (\n sdrMetadata = {\n string role = \"math\"\n }\n )\n {\n uniform token info:id = \"UsdTransform2d\"\n float2 inputs:in.connect = \n float2 inputs:scale = ${ buildVector2( texture.repeat ) }\n float2 inputs:translation = ${ buildVector2( texture.offset ) }\n float2 outputs:result\n }\n\n def Shader \"Texture_${ texture.id }_${ mapType }\"\n {\n uniform token info:id = \"UsdUVTexture\"\n asset inputs:file = @textures/Texture_${ id }.${ isRGBA ? 'png' : 'jpg' }@\n float2 inputs:st.connect = \n token inputs:wrapS = \"repeat\"\n token inputs:wrapT = \"repeat\"\n float outputs:r\n float outputs:g\n float outputs:b\n float3 outputs:rgb\n ${ material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : '' }\n }`;\n\n\t}\n\n\n\tif ( material.side === DoubleSide ) {\n\n\t\tconsole.warn( 'THREE.USDZExporter: USDZ does not support double sided materials', material );\n\n\t}\n\n\tif ( material.map !== null ) {\n\n\t\tinputs.push( `${ pad }color3f inputs:diffuseColor.connect = ` );\n\n\t\tif ( material.transparent ) {\n\n\t\t\tinputs.push( `${ pad }float inputs:opacity.connect = ` );\n\n\t\t} else if ( material.alphaTest > 0.0 ) {\n\n\t\t\tinputs.push( `${ pad }float inputs:opacity.connect = ` );\n\t\t\tinputs.push( `${ pad }float inputs:opacityThreshold = ${material.alphaTest}` );\n\n\t\t}\n\n\t\tsamplers.push( buildTexture( material.map, 'diffuse', material.color ) );\n\n\t} else {\n\n\t\tinputs.push( `${ pad }color3f inputs:diffuseColor = ${ buildColor( material.color ) }` );\n\n\t}\n\n\tif ( material.emissiveMap !== null ) {\n\n\t\tinputs.push( `${ pad }color3f inputs:emissiveColor.connect = ` );\n\n\t\tsamplers.push( buildTexture( material.emissiveMap, 'emissive' ) );\n\n\t} else if ( material.emissive.getHex() > 0 ) {\n\n\t\tinputs.push( `${ pad }color3f inputs:emissiveColor = ${ buildColor( material.emissive ) }` );\n\n\t}\n\n\tif ( material.normalMap !== null ) {\n\n\t\tinputs.push( `${ pad }normal3f inputs:normal.connect = ` );\n\n\t\tsamplers.push( buildTexture( material.normalMap, 'normal' ) );\n\n\t}\n\n\tif ( material.aoMap !== null ) {\n\n\t\tinputs.push( `${ pad }float inputs:occlusion.connect = ` );\n\n\t\tsamplers.push( buildTexture( material.aoMap, 'occlusion' ) );\n\n\t}\n\n\tif ( material.roughnessMap !== null && material.roughness === 1 ) {\n\n\t\tinputs.push( `${ pad }float inputs:roughness.connect = ` );\n\n\t\tsamplers.push( buildTexture( material.roughnessMap, 'roughness' ) );\n\n\t} else {\n\n\t\tinputs.push( `${ pad }float inputs:roughness = ${ material.roughness }` );\n\n\t}\n\n\tif ( material.metalnessMap !== null && material.metalness === 1 ) {\n\n\t\tinputs.push( `${ pad }float inputs:metallic.connect = ` );\n\n\t\tsamplers.push( buildTexture( material.metalnessMap, 'metallic' ) );\n\n\t} else {\n\n\t\tinputs.push( `${ pad }float inputs:metallic = ${ material.metalness }` );\n\n\t}\n\n\tif ( material.alphaMap !== null ) {\n\n\t\tinputs.push( `${pad}float inputs:opacity.connect = ` );\n\t\tinputs.push( `${pad}float inputs:opacityThreshold = 0.0001` );\n\n\t\tsamplers.push( buildTexture( material.alphaMap, 'opacity' ) );\n\n\t} else {\n\n\t\tinputs.push( `${pad}float inputs:opacity = ${material.opacity}` );\n\n\t}\n\n\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\tinputs.push( `${ pad }float inputs:clearcoat = ${ material.clearcoat }` );\n\t\tinputs.push( `${ pad }float inputs:clearcoatRoughness = ${ material.clearcoatRoughness }` );\n\t\tinputs.push( `${ pad }float inputs:ior = ${ material.ior }` );\n\n\t}\n\n\treturn `\n def Material \"Material_${ material.id }\"\n {\n def Shader \"PreviewSurface\"\n {\n uniform token info:id = \"UsdPreviewSurface\"\n${ inputs.join( '\\n' ) }\n int inputs:useSpecularWorkflow = 0\n token outputs:surface\n }\n\n token outputs:surface.connect = \n token inputs:frame:stPrimvarName = \"st\"\n\n def Shader \"uvReader_st\"\n {\n uniform token info:id = \"UsdPrimvarReader_float2\"\n token inputs:varname.connect = \n float2 inputs:fallback = (0.0, 0.0)\n float2 outputs:result\n }\n\n${ samplers.join( '\\n' ) }\n\n }\n`;\n\n}\n\nfunction buildColor( color ) {\n\n\treturn `(${ color.r }, ${ color.g }, ${ color.b })`;\n\n}\n\nfunction buildVector2( vector ) {\n\n\treturn `(${ vector.x }, ${ vector.y })`;\n\n}\n\n\nfunction buildCamera( camera ) {\n\n\tconst name = camera.name ? camera.name : 'Camera_' + camera.id;\n\n\tconst transform = buildMatrix( camera.matrixWorld );\n\n\tif ( camera.matrixWorld.determinant() < 0 ) {\n\n\t\tconsole.warn( 'THREE.USDZExporter: USDZ does not support negative scales', camera );\n\n\t}\n\n\tif ( camera.isOrthographicCamera ) {\n\n\t\treturn `def Camera \"${name}\"\n\t\t{\n\t\t\tmatrix4d xformOp:transform = ${ transform }\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\n\t\n\t\t\tfloat2 clippingRange = (${ camera.near.toPrecision( PRECISION ) }, ${ camera.far.toPrecision( PRECISION ) })\n\t\t\tfloat horizontalAperture = ${ ( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION ) }\n\t\t\tfloat verticalAperture = ${ ( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION ) }\n\t\t\ttoken projection = \"orthographic\"\n\t\t}\n\t\n\t`;\n\n\t} else {\n\n\t\treturn `def Camera \"${name}\"\n\t\t{\n\t\t\tmatrix4d xformOp:transform = ${ transform }\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\n\t\n\t\t\tfloat2 clippingRange = (${ camera.near.toPrecision( PRECISION ) }, ${ camera.far.toPrecision( PRECISION ) })\n\t\t\tfloat focalLength = ${ camera.getFocalLength().toPrecision( PRECISION ) }\n\t\t\tfloat focusDistance = ${ camera.focus.toPrecision( PRECISION ) }\n\t\t\tfloat horizontalAperture = ${ camera.getFilmWidth().toPrecision( PRECISION ) }\n\t\t\ttoken projection = \"perspective\"\n\t\t\tfloat verticalAperture = ${ camera.getFilmHeight().toPrecision( PRECISION ) }\n\t\t}\n\t\n\t`;\n\n\t}\n\n}\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n/**\n * For our purposes, an enumeration is a fixed set of CSS-expression-compatible\n * names. When serialized, a selected subset of the members may be specified as\n * whitespace-separated strings. An enumeration deserializer is a function that\n * parses a serialized subset of an enumeration and returns any members that are\n * found as a Set.\n *\n * The following example will produce a deserializer for the days of the\n * week:\n *\n * const deserializeDaysOfTheWeek = enumerationDeserializer([\n * 'Monday',\n * 'Tuesday',\n * 'Wednesday',\n * 'Thursday',\n * 'Friday',\n * 'Saturday',\n * 'Sunday'\n * ]);\n */\nconst enumerationDeserializer = (allowedNames) => (valueString) => {\n try {\n const expressions = parseExpressions(valueString);\n const names = (expressions.length ? expressions[0].terms : [])\n .filter((valueNode) => valueNode && valueNode.type === 'ident')\n .map(valueNode => valueNode.value)\n .filter(name => allowedNames.indexOf(name) > -1);\n // NOTE(cdata): IE11 does not support constructing a Set directly from\n // an iterable, so we need to manually add all the items:\n const result = new Set();\n for (const name of names) {\n result.add(name);\n }\n return result;\n }\n catch (_error) {\n }\n return new Set();\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$2 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nlet isWebXRBlocked = false;\nlet isSceneViewerBlocked = false;\nconst noArViewerSigil = '#model-viewer-no-ar-fallback';\nconst deserializeARModes = enumerationDeserializer(['quick-look', 'scene-viewer', 'webxr', 'none']);\nconst DEFAULT_AR_MODES = 'webxr scene-viewer quick-look';\nconst ARMode = {\n QUICK_LOOK: 'quick-look',\n SCENE_VIEWER: 'scene-viewer',\n WEBXR: 'webxr',\n NONE: 'none'\n};\nconst $arButtonContainer = Symbol('arButtonContainer');\nconst $enterARWithWebXR = Symbol('enterARWithWebXR');\nconst $openSceneViewer = Symbol('openSceneViewer');\nconst $openIOSARQuickLook = Symbol('openIOSARQuickLook');\nconst $canActivateAR = Symbol('canActivateAR');\nconst $arMode = Symbol('arMode');\nconst $arModes = Symbol('arModes');\nconst $arAnchor = Symbol('arAnchor');\nconst $preload = Symbol('preload');\nconst $onARButtonContainerClick = Symbol('onARButtonContainerClick');\nconst $onARStatus = Symbol('onARStatus');\nconst $onARTracking = Symbol('onARTracking');\nconst $onARTap = Symbol('onARTap');\nconst $selectARMode = Symbol('selectARMode');\nconst $triggerLoad = Symbol('triggerLoad');\nconst ARMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;\n class ARModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.ar = false;\n this.arScale = 'auto';\n this.arPlacement = 'floor';\n this.arModes = DEFAULT_AR_MODES;\n this.iosSrc = null;\n this.xrEnvironment = false;\n this[_a] = false;\n // TODO: Add this to the shadow root as part of this mixin's\n // implementation:\n this[_b] = this.shadowRoot.querySelector('.ar-button');\n this[_c] = document.createElement('a');\n this[_d] = new Set();\n this[_e] = ARMode.NONE;\n this[_f] = false;\n this[_g] = (event) => {\n event.preventDefault();\n this.activateAR();\n };\n this[_h] = ({ status }) => {\n if (status === ARStatus.NOT_PRESENTING ||\n this[$renderer].arRenderer.presentedScene === this[$scene]) {\n this.setAttribute('ar-status', status);\n this.dispatchEvent(new CustomEvent('ar-status', { detail: { status } }));\n if (status === ARStatus.NOT_PRESENTING) {\n this.removeAttribute('ar-tracking');\n }\n else if (status === ARStatus.SESSION_STARTED) {\n this.setAttribute('ar-tracking', ARTracking.TRACKING);\n }\n }\n };\n this[_j] = ({ status }) => {\n this.setAttribute('ar-tracking', status);\n this.dispatchEvent(new CustomEvent('ar-tracking', { detail: { status } }));\n };\n this[_k] = (event) => {\n if (event.data == '_apple_ar_quicklook_button_tapped') {\n this.dispatchEvent(new CustomEvent('quick-look-button-tapped'));\n }\n };\n }\n get canActivateAR() {\n return this[$arMode] !== ARMode.NONE;\n }\n connectedCallback() {\n super.connectedCallback();\n this[$renderer].arRenderer.addEventListener('status', this[$onARStatus]);\n this.setAttribute('ar-status', ARStatus.NOT_PRESENTING);\n this[$renderer].arRenderer.addEventListener('tracking', this[$onARTracking]);\n this[$arAnchor].addEventListener('message', this[$onARTap]);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$renderer].arRenderer.removeEventListener('status', this[$onARStatus]);\n this[$renderer].arRenderer.removeEventListener('tracking', this[$onARTracking]);\n this[$arAnchor].removeEventListener('message', this[$onARTap]);\n }\n update(changedProperties) {\n super.update(changedProperties);\n if (changedProperties.has('arScale')) {\n this[$scene].canScale = this.arScale !== 'fixed';\n }\n if (changedProperties.has('arPlacement')) {\n this[$scene].updateShadow();\n this[$needsRender]();\n }\n if (changedProperties.has('arModes')) {\n this[$arModes] = deserializeARModes(this.arModes);\n }\n if (changedProperties.has('ar') || changedProperties.has('arModes') ||\n changedProperties.has('src') || changedProperties.has('iosSrc')) {\n this[$selectARMode]();\n }\n }\n /**\n * Activates AR. Note that for any mode that is not WebXR-based, this\n * method most likely has to be called synchronous from a user\n * interaction handler. Otherwise, attempts to activate modes that\n * require user interaction will most likely be ignored.\n */\n async activateAR() {\n switch (this[$arMode]) {\n case ARMode.QUICK_LOOK:\n this[$openIOSARQuickLook]();\n break;\n case ARMode.WEBXR:\n await this[$enterARWithWebXR]();\n break;\n case ARMode.SCENE_VIEWER:\n this[$openSceneViewer]();\n break;\n default:\n console.warn('No AR Mode can be activated. This is probably due to missing \\\nconfiguration or device capabilities');\n break;\n }\n }\n async [(_a = $canActivateAR, _b = $arButtonContainer, _c = $arAnchor, _d = $arModes, _e = $arMode, _f = $preload, _g = $onARButtonContainerClick, _h = $onARStatus, _j = $onARTracking, _k = $onARTap, $selectARMode)]() {\n let arMode = ARMode.NONE;\n if (this.ar) {\n if (this.src != null) {\n for (const value of this[$arModes]) {\n if (value === 'webxr' && IS_WEBXR_AR_CANDIDATE && !isWebXRBlocked &&\n await this[$renderer].arRenderer.supportsPresentation()) {\n arMode = ARMode.WEBXR;\n break;\n }\n if (value === 'scene-viewer' && IS_SCENEVIEWER_CANDIDATE &&\n !isSceneViewerBlocked) {\n arMode = ARMode.SCENE_VIEWER;\n break;\n }\n if (value === 'quick-look' && IS_AR_QUICKLOOK_CANDIDATE) {\n arMode = ARMode.QUICK_LOOK;\n break;\n }\n }\n }\n // The presence of ios-src overrides the absence of quick-look\n // ar-mode.\n if (arMode === ARMode.NONE && this.iosSrc != null &&\n IS_AR_QUICKLOOK_CANDIDATE) {\n arMode = ARMode.QUICK_LOOK;\n }\n }\n if (arMode !== ARMode.NONE) {\n this[$arButtonContainer].classList.add('enabled');\n this[$arButtonContainer].addEventListener('click', this[$onARButtonContainerClick]);\n }\n else if (this[$arButtonContainer].classList.contains('enabled')) {\n this[$arButtonContainer].removeEventListener('click', this[$onARButtonContainerClick]);\n this[$arButtonContainer].classList.remove('enabled');\n // If AR went from working to not, notify the element.\n const status = ARStatus.FAILED;\n this.setAttribute('ar-status', status);\n this.dispatchEvent(new CustomEvent('ar-status', { detail: { status } }));\n }\n this[$arMode] = arMode;\n }\n async [$enterARWithWebXR]() {\n console.log('Attempting to present in AR with WebXR...');\n await this[$triggerLoad]();\n try {\n this[$arButtonContainer].removeEventListener('click', this[$onARButtonContainerClick]);\n const { arRenderer } = this[$renderer];\n arRenderer.placeOnWall = this.arPlacement === 'wall';\n await arRenderer.present(this[$scene], this.xrEnvironment);\n }\n catch (error) {\n console.warn('Error while trying to present in AR with WebXR');\n console.error(error);\n await this[$renderer].arRenderer.stopPresenting();\n isWebXRBlocked = true;\n console.warn('Falling back to next ar-mode');\n await this[$selectARMode]();\n this.activateAR();\n }\n finally {\n this[$selectARMode]();\n }\n }\n async [$triggerLoad]() {\n if (!this.loaded) {\n this[$preload] = true;\n this[$updateSource]();\n await waitForEvent(this, 'load');\n this[$preload] = false;\n }\n }\n [$shouldAttemptPreload]() {\n return super[$shouldAttemptPreload]() || this[$preload];\n }\n /**\n * Takes a URL and a title string, and attempts to launch Scene Viewer on\n * the current device.\n */\n [$openSceneViewer]() {\n const location = self.location.toString();\n const locationUrl = new URL(location);\n const modelUrl = new URL(this.src, location);\n if (modelUrl.hash)\n modelUrl.hash = '';\n const params = new URLSearchParams(modelUrl.search);\n locationUrl.hash = noArViewerSigil;\n // modelUrl can contain title/link/sound etc.\n params.set('mode', 'ar_preferred');\n if (!params.has('disable_occlusion')) {\n params.set('disable_occlusion', 'true');\n }\n if (this.arScale === 'fixed') {\n params.set('resizable', 'false');\n }\n if (this.arPlacement === 'wall') {\n params.set('enable_vertical_placement', 'true');\n }\n if (params.has('sound')) {\n const soundUrl = new URL(params.get('sound'), location);\n params.set('sound', soundUrl.toString());\n }\n if (params.has('link')) {\n const linkUrl = new URL(params.get('link'), location);\n params.set('link', linkUrl.toString());\n }\n const intent = `intent://arvr.google.com/scene-viewer/1.0?${params.toString() + '&file=' +\n encodeURIComponent(modelUrl\n .toString())}#Intent;scheme=https;package=com.google.ar.core;action=android.intent.action.VIEW;S.browser_fallback_url=${encodeURIComponent(locationUrl.toString())};end;`;\n const undoHashChange = () => {\n if (self.location.hash === noArViewerSigil) {\n isSceneViewerBlocked = true;\n // The new history will be the current URL with a new hash.\n // Go back one step so that we reset to the expected URL.\n // NOTE(cdata): this should not invoke any browser-level navigation\n // because hash-only changes modify the URL in-place without\n // navigating:\n self.history.back();\n console.warn('Error while trying to present in AR with Scene Viewer');\n console.warn('Falling back to next ar-mode');\n this[$selectARMode]();\n // Would be nice to activateAR() here, but webXR fails due to not\n // seeing a user activation.\n }\n };\n self.addEventListener('hashchange', undoHashChange, { once: true });\n this[$arAnchor].setAttribute('href', intent);\n console.log('Attempting to present in AR with Scene Viewer...');\n this[$arAnchor].click();\n }\n /**\n * Takes a URL to a USDZ file and sets the appropriate fields so that\n * Safari iOS can intent to their AR Quick Look.\n */\n async [$openIOSARQuickLook]() {\n const generateUsdz = !this.iosSrc;\n this[$arButtonContainer].classList.remove('enabled');\n const objectURL = generateUsdz ? await this.prepareUSDZ() : this.iosSrc;\n const modelUrl = new URL(objectURL, self.location.toString());\n if (generateUsdz) {\n const location = self.location.toString();\n const locationUrl = new URL(location);\n const srcUrl = new URL(this.src, locationUrl);\n if (srcUrl.hash) {\n modelUrl.hash = srcUrl.hash;\n }\n }\n if (this.arScale === 'fixed') {\n if (modelUrl.hash) {\n modelUrl.hash += '&';\n }\n modelUrl.hash += 'allowsContentScaling=0';\n }\n const anchor = this[$arAnchor];\n anchor.setAttribute('rel', 'ar');\n const img = document.createElement('img');\n anchor.appendChild(img);\n anchor.setAttribute('href', modelUrl.toString());\n if (generateUsdz) {\n anchor.setAttribute('download', 'model.usdz');\n }\n // attach anchor to shadow DOM to ensure iOS16 ARQL banner click message event propagation \n anchor.style.display = 'none';\n if (!anchor.isConnected)\n this.shadowRoot.appendChild(anchor);\n console.log('Attempting to present in AR with Quick Look...');\n anchor.click();\n anchor.removeChild(img);\n if (generateUsdz) {\n URL.revokeObjectURL(objectURL);\n }\n this[$arButtonContainer].classList.add('enabled');\n }\n async prepareUSDZ() {\n const updateSourceProgress = this[$progressTracker].beginActivity();\n await this[$triggerLoad]();\n const { model, shadow } = this[$scene];\n if (model == null) {\n return '';\n }\n let visible = false;\n // Remove shadow from export\n if (shadow != null) {\n visible = shadow.visible;\n shadow.visible = false;\n }\n updateSourceProgress(0.2);\n const exporter = new USDZExporter();\n const arraybuffer = await exporter.parse(model);\n const blob = new Blob([arraybuffer], {\n type: 'model/vnd.usdz+zip',\n });\n const url = URL.createObjectURL(blob);\n updateSourceProgress(1);\n if (shadow != null) {\n shadow.visible = visible;\n }\n return url;\n }\n }\n __decorate$2([\n e$3({ type: Boolean, attribute: 'ar' })\n ], ARModelViewerElement.prototype, \"ar\", void 0);\n __decorate$2([\n e$3({ type: String, attribute: 'ar-scale' })\n ], ARModelViewerElement.prototype, \"arScale\", void 0);\n __decorate$2([\n e$3({ type: String, attribute: 'ar-placement' })\n ], ARModelViewerElement.prototype, \"arPlacement\", void 0);\n __decorate$2([\n e$3({ type: String, attribute: 'ar-modes' })\n ], ARModelViewerElement.prototype, \"arModes\", void 0);\n __decorate$2([\n e$3({ type: String, attribute: 'ios-src' })\n ], ARModelViewerElement.prototype, \"iosSrc\", void 0);\n __decorate$2([\n e$3({ type: Boolean, attribute: 'xr-environment' })\n ], ARModelViewerElement.prototype, \"xrEnvironment\", void 0);\n return ARModelViewerElement;\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate$1 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\nconst PROGRESS_BAR_UPDATE_THRESHOLD = 100;\nconst DEFAULT_DRACO_DECODER_LOCATION = 'https://www.gstatic.com/draco/versioned/decoders/1.5.6/';\nconst DEFAULT_KTX2_TRANSCODER_LOCATION = 'https://www.gstatic.com/basis-universal/versioned/2021-04-15-ba1c3e4/';\nconst DEFAULT_LOTTIE_LOADER_LOCATION = 'https://cdn.jsdelivr.net/npm/three@0.149.0/examples/jsm/loaders/LottieLoader.js';\nconst RevealStrategy = {\n AUTO: 'auto',\n MANUAL: 'manual'\n};\nconst LoadingStrategy = {\n AUTO: 'auto',\n LAZY: 'lazy',\n EAGER: 'eager'\n};\nconst $defaultProgressBarElement = Symbol('defaultProgressBarElement');\nconst $posterContainerElement = Symbol('posterContainerElement');\nconst $defaultPosterElement = Symbol('defaultPosterElement');\nconst $shouldDismissPoster = Symbol('shouldDismissPoster');\nconst $hidePoster = Symbol('hidePoster');\nconst $modelIsRevealed = Symbol('modelIsRevealed');\nconst $updateProgressBar = Symbol('updateProgressBar');\nconst $ariaLabelCallToAction = Symbol('ariaLabelCallToAction');\nconst $onProgress = Symbol('onProgress');\n/**\n * LoadingMixin implements features related to lazy loading, as well as\n * presentation details related to the pre-load / pre-render presentation of a\n * \n *\n * This mixin implements support for models with DRACO-compressed meshes.\n * The DRACO decoder will be loaded on-demand if a glTF that uses the DRACO mesh\n * compression extension is encountered.\n *\n * By default, the DRACO decoder will be loaded from a Google CDN. It is\n * possible to customize where the decoder is loaded from by defining a global\n * configuration option for `` like so:\n *\n * ```html\n * \n * ```\n *\n * Note that the above configuration strategy must be performed *before* the\n * first `` element is created in the browser. The configuration\n * can be done anywhere, but the easiest way to ensure it is done at the right\n * time is to do it in the `` of the HTML document. This is the\n * recommended way to set the location because it is most compatible with\n * scenarios where the `` library is lazily loaded.\n *\n * If you absolutely have to set the DRACO decoder location *after* the first\n * `` element is created, you can do it this way:\n *\n * ```html\n * \n * ```\n *\n * Note that the above configuration approach will not work until *after*\n * `` is defined in the browser. Also note that this configuration\n * *must* be set *before* the first DRACO model is fully loaded.\n *\n * It is recommended that users who intend to take advantage of DRACO mesh\n * compression consider whether or not it is acceptable for their use case to\n * have code side-loaded from a Google CDN. If it is not acceptable, then the\n * location must be customized before loading any DRACO models in order to cause\n * the decoder to be loaded from an alternative, acceptable location.\n */\nconst LoadingMixin = (ModelViewerElement) => {\n var _a, _b, _c, _d, _e, _f, _g, _h;\n class LoadingModelViewerElement extends ModelViewerElement {\n constructor(...args) {\n super(...args);\n /**\n * A URL pointing to the image to use as a poster in scenarios where the\n * is not ready to reveal a rendered model to the viewer.\n */\n this.poster = null;\n /**\n * An enumerable attribute describing under what conditions the\n * should reveal a model to the viewer.\n *\n * The default value is \"auto\". The only supported alternative values is\n * \"manual\".\n */\n this.reveal = RevealStrategy.AUTO;\n /**\n * An enumerable attribute describing under what conditions the\n * should preload a model.\n *\n * The default value is \"auto\". The only supported alternative values are\n * \"lazy\" and \"eager\". Auto is equivalent to lazy, which loads the model\n * when it is near the viewport for reveal = \"auto\", and when interacted\n * with for reveal = \"interaction\". Eager loads the model immediately.\n */\n this.loading = LoadingStrategy.AUTO;\n this[_a] = false;\n this[_b] = false;\n // TODO: Add this to the shadow root as part of this mixin's\n // implementation:\n this[_c] = this.shadowRoot.querySelector('.slot.poster');\n this[_d] = this.shadowRoot.querySelector('#default-poster');\n this[_e] = this.shadowRoot.querySelector('#default-progress-bar > .bar');\n this[_f] = this[$defaultPosterElement].getAttribute('aria-label');\n this[_g] = throttle((progress) => {\n const parentNode = this[$defaultProgressBarElement].parentNode;\n requestAnimationFrame(() => {\n this[$defaultProgressBarElement].style.transform =\n `scaleX(${progress})`;\n if (progress === 0) {\n // NOTE(cdata): We remove and re-append the progress bar in this\n // condition so that the progress bar does not appear to\n // transition backwards from the right when we reset to 0 (or\n // otherwise <1) progress after having already reached 1 progress\n // previously.\n parentNode.removeChild(this[$defaultProgressBarElement]);\n parentNode.appendChild(this[$defaultProgressBarElement]);\n }\n // NOTE(cdata): IE11 does not properly respect the second parameter\n // of classList.toggle, which this implementation originally used.\n // @see https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/11865865/\n if (progress === 1.0) {\n this[$defaultProgressBarElement].classList.add('hide');\n }\n else {\n this[$defaultProgressBarElement].classList.remove('hide');\n }\n });\n }, PROGRESS_BAR_UPDATE_THRESHOLD);\n this[_h] = (event) => {\n const progress = event.detail.totalProgress;\n if (progress === 1.0) {\n this[$updateProgressBar].flush();\n if (this.loaded &&\n (this[$shouldDismissPoster] ||\n this.reveal === RevealStrategy.AUTO)) {\n this[$hidePoster]();\n }\n }\n this[$updateProgressBar](progress);\n this.dispatchEvent(new CustomEvent('progress', { detail: { totalProgress: progress } }));\n };\n const ModelViewerElement = self.ModelViewerElement || {};\n const dracoDecoderLocation = ModelViewerElement.dracoDecoderLocation ||\n DEFAULT_DRACO_DECODER_LOCATION;\n CachingGLTFLoader.setDRACODecoderLocation(dracoDecoderLocation);\n const ktx2TranscoderLocation = ModelViewerElement.ktx2TranscoderLocation ||\n DEFAULT_KTX2_TRANSCODER_LOCATION;\n CachingGLTFLoader.setKTX2TranscoderLocation(ktx2TranscoderLocation);\n if (ModelViewerElement.meshoptDecoderLocation) {\n CachingGLTFLoader.setMeshoptDecoderLocation(ModelViewerElement.meshoptDecoderLocation);\n }\n const lottieLoaderLocation = ModelViewerElement.lottieLoaderLocation ||\n DEFAULT_LOTTIE_LOADER_LOCATION;\n Renderer.singleton.textureUtils.lottieLoaderUrl = lottieLoaderLocation;\n }\n static set dracoDecoderLocation(value) {\n CachingGLTFLoader.setDRACODecoderLocation(value);\n }\n static get dracoDecoderLocation() {\n return CachingGLTFLoader.getDRACODecoderLocation();\n }\n static set ktx2TranscoderLocation(value) {\n CachingGLTFLoader.setKTX2TranscoderLocation(value);\n }\n static get ktx2TranscoderLocation() {\n return CachingGLTFLoader.getKTX2TranscoderLocation();\n }\n static set meshoptDecoderLocation(value) {\n CachingGLTFLoader.setMeshoptDecoderLocation(value);\n }\n static get meshoptDecoderLocation() {\n return CachingGLTFLoader.getMeshoptDecoderLocation();\n }\n static set lottieLoaderLocation(value) {\n Renderer.singleton.textureUtils.lottieLoaderUrl = value;\n }\n static get lottieLoaderLocation() {\n return Renderer.singleton.textureUtils.lottieLoaderUrl;\n }\n /**\n * If provided, the callback will be passed each resource URL before a\n * request is sent. The callback may return the original URL, or a new URL\n * to override loading behavior. This behavior can be used to load assets\n * from .ZIP files, drag-and-drop APIs, and Data URIs.\n */\n static mapURLs(callback) {\n Renderer.singleton.loader[$loader].manager.setURLModifier(callback);\n }\n /**\n * Dismisses the poster, causing the model to load and render if\n * necessary. This is currently effectively the same as interacting with\n * the poster via user input.\n */\n dismissPoster() {\n if (this.loaded) {\n this[$hidePoster]();\n }\n else {\n this[$shouldDismissPoster] = true;\n this[$updateSource]();\n }\n }\n /**\n * Displays the poster, hiding the 3D model. If this is called after the 3D\n * model has been revealed, then it must be dismissed by a call to\n * dismissPoster().\n */\n showPoster() {\n const posterContainerElement = this[$posterContainerElement];\n if (posterContainerElement.classList.contains('show')) {\n return;\n }\n posterContainerElement.classList.add('show');\n this[$userInputElement].classList.remove('show');\n const defaultPosterElement = this[$defaultPosterElement];\n defaultPosterElement.removeAttribute('tabindex');\n defaultPosterElement.removeAttribute('aria-hidden');\n const oldVisibility = this.modelIsVisible;\n this[$modelIsRevealed] = false;\n this[$announceModelVisibility](oldVisibility);\n }\n /**\n * Returns the model's bounding box dimensions in meters, independent of\n * turntable rotation.\n */\n getDimensions() {\n return toVector3D(this[$scene].size);\n }\n getBoundingBoxCenter() {\n return toVector3D(this[$scene].boundingBox.getCenter(new Vector3()));\n }\n connectedCallback() {\n super.connectedCallback();\n if (!this.loaded) {\n this.showPoster();\n }\n this[$progressTracker].addEventListener('progress', this[$onProgress]);\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this[$progressTracker].removeEventListener('progress', this[$onProgress]);\n }\n async updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('poster') && this.poster != null) {\n this[$defaultPosterElement].style.backgroundImage =\n `url(${this.poster})`;\n }\n if (changedProperties.has('alt')) {\n this[$defaultPosterElement].setAttribute('aria-label', this[$altDefaulted]);\n }\n if (changedProperties.has('reveal') || changedProperties.has('loading')) {\n this[$updateSource]();\n }\n }\n [(_a = $modelIsRevealed, _b = $shouldDismissPoster, _c = $posterContainerElement, _d = $defaultPosterElement, _e = $defaultProgressBarElement, _f = $ariaLabelCallToAction, _g = $updateProgressBar, _h = $onProgress, $shouldAttemptPreload)]() {\n return !!this.src &&\n (this[$shouldDismissPoster] ||\n this.loading === LoadingStrategy.EAGER ||\n (this.reveal === RevealStrategy.AUTO && this[$isElementInViewport]));\n }\n [$hidePoster]() {\n this[$shouldDismissPoster] = false;\n const posterContainerElement = this[$posterContainerElement];\n if (!posterContainerElement.classList.contains('show')) {\n return;\n }\n posterContainerElement.classList.remove('show');\n this[$userInputElement].classList.add('show');\n const oldVisibility = this.modelIsVisible;\n this[$modelIsRevealed] = true;\n this[$announceModelVisibility](oldVisibility);\n const root = this.getRootNode();\n // If the is still focused, forward the focus to\n // the canvas that has just been revealed\n if (root && root.activeElement === this) {\n this[$userInputElement].focus();\n }\n // Ensure that the poster is no longer focusable or visible to\n // screen readers\n const defaultPosterElement = this[$defaultPosterElement];\n defaultPosterElement.setAttribute('aria-hidden', 'true');\n defaultPosterElement.tabIndex = -1;\n this.dispatchEvent(new CustomEvent('poster-dismissed'));\n }\n [$getModelIsVisible]() {\n return super[$getModelIsVisible]() && this[$modelIsRevealed];\n }\n }\n __decorate$1([\n e$3({ type: String })\n ], LoadingModelViewerElement.prototype, \"poster\", void 0);\n __decorate$1([\n e$3({ type: String })\n ], LoadingModelViewerElement.prototype, \"reveal\", void 0);\n __decorate$1([\n e$3({ type: String })\n ], LoadingModelViewerElement.prototype, \"loading\", void 0);\n return LoadingModelViewerElement;\n};\n\n/* @license\n * Copyright 2019 Google LLC. All Rights Reserved.\n * Licensed under the Apache License, Version 2.0 (the 'License');\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an 'AS IS' BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar __decorate = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof undefined === \"function\") r = undefined(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n};\n// How much the model will rotate per\n// second in radians:\nconst DEFAULT_ROTATION_SPEED = Math.PI / 32;\nconst AUTO_ROTATE_DELAY_DEFAULT = 3000;\nconst rotationRateIntrinsics = {\n basis: [degreesToRadians(numberNode(DEFAULT_ROTATION_SPEED, 'rad'))],\n keywords: { auto: [null] }\n};\nconst $autoRotateStartTime = Symbol('autoRotateStartTime');\nconst $radiansPerSecond = Symbol('radiansPerSecond');\nconst $syncRotationRate = Symbol('syncRotationRate');\nconst $onCameraChange = Symbol('onCameraChange');\nconst StagingMixin = (ModelViewerElement) => {\n var _a, _b, _c;\n class StagingModelViewerElement extends ModelViewerElement {\n constructor() {\n super(...arguments);\n this.autoRotate = false;\n this.autoRotateDelay = AUTO_ROTATE_DELAY_DEFAULT;\n this.rotationPerSecond = 'auto';\n this[_a] = performance.now();\n this[_b] = 0;\n this[_c] = (event) => {\n if (!this.autoRotate) {\n return;\n }\n if (event.detail.source === 'user-interaction') {\n this[$autoRotateStartTime] = performance.now();\n }\n };\n }\n connectedCallback() {\n super.connectedCallback();\n this.addEventListener('camera-change', this[$onCameraChange]);\n this[$autoRotateStartTime] = performance.now();\n }\n disconnectedCallback() {\n super.disconnectedCallback();\n this.removeEventListener('camera-change', this[$onCameraChange]);\n this[$autoRotateStartTime] = performance.now();\n }\n updated(changedProperties) {\n super.updated(changedProperties);\n if (changedProperties.has('autoRotate')) {\n this[$autoRotateStartTime] = performance.now();\n }\n }\n [(_a = $autoRotateStartTime, _b = $radiansPerSecond, $syncRotationRate)](style) {\n this[$radiansPerSecond] = style[0];\n }\n [$tick](time, delta) {\n super[$tick](time, delta);\n if (!this.autoRotate || !this[$getModelIsVisible]() ||\n this[$renderer].isPresenting) {\n return;\n }\n const rotationDelta = Math.min(delta, time - this[$autoRotateStartTime] - this.autoRotateDelay);\n if (rotationDelta > 0) {\n this[$scene].yaw = this.turntableRotation +\n this[$radiansPerSecond] * rotationDelta * 0.001;\n }\n }\n get turntableRotation() {\n return this[$scene].yaw;\n }\n resetTurntableRotation(theta = 0) {\n this[$scene].yaw = theta;\n }\n }\n _c = $onCameraChange;\n __decorate([\n e$3({ type: Boolean, attribute: 'auto-rotate' })\n ], StagingModelViewerElement.prototype, \"autoRotate\", void 0);\n __decorate([\n e$3({ type: Number, attribute: 'auto-rotate-delay' })\n ], StagingModelViewerElement.prototype, \"autoRotateDelay\", void 0);\n __decorate([\n style({ intrinsics: rotationRateIntrinsics, updateHandler: $syncRotationRate }),\n e$3({ type: String, attribute: 'rotation-per-second' })\n ], StagingModelViewerElement.prototype, \"rotationPerSecond\", void 0);\n return StagingModelViewerElement;\n};\n\n/**\n * This mixin function is designed to be applied to a class that inherits\n * from HTMLElement. It makes it easy for a custom element to coordinate with\n * the :focus-visible polyfill.\n *\n * NOTE(cdata): The code here was adapted from an example proposed with the\n * introduction of ShadowDOM support in the :focus-visible polyfill.\n *\n * @see https://github.com/WICG/focus-visible/pull/196\n * @param {Function} SuperClass The base class implementation to decorate with\n * implementation that coordinates with the :focus-visible polyfill\n */\nconst FocusVisiblePolyfillMixin = (SuperClass) => {\n var _a;\n const coordinateWithPolyfill = (instance) => {\n // If there is no shadow root, there is no need to coordinate with\n // the polyfill. If we already coordinated with the polyfill, we can\n // skip subsequent invocations:\n if (instance.shadowRoot == null ||\n instance.hasAttribute('data-js-focus-visible')) {\n return () => { };\n }\n // The polyfill might already be loaded. If so, we can apply it to\n // the shadow root immediately:\n if (self.applyFocusVisiblePolyfill) {\n self.applyFocusVisiblePolyfill(instance.shadowRoot);\n }\n else {\n const coordinationHandler = () => {\n self.applyFocusVisiblePolyfill(instance.shadowRoot);\n };\n // Otherwise, wait for the polyfill to be loaded lazily. It might\n // never be loaded, but if it is then we can apply it to the\n // shadow root at the appropriate time by waiting for the ready\n // event:\n self.addEventListener('focus-visible-polyfill-ready', coordinationHandler, { once: true });\n return () => {\n self.removeEventListener('focus-visible-polyfill-ready', coordinationHandler);\n };\n }\n return () => { };\n };\n const $endPolyfillCoordination = Symbol('endPolyfillCoordination');\n // IE11 doesn't natively support custom elements or JavaScript class\n // syntax The mixin implementation assumes that the user will take the\n // appropriate steps to support both:\n class FocusVisibleCoordinator extends SuperClass {\n constructor() {\n super(...arguments);\n this[_a] = null;\n }\n // Attempt to coordinate with the polyfill when connected to the\n // document:\n connectedCallback() {\n super.connectedCallback && super.connectedCallback();\n if (this[$endPolyfillCoordination] == null) {\n this[$endPolyfillCoordination] = coordinateWithPolyfill(this);\n }\n }\n disconnectedCallback() {\n super.disconnectedCallback && super.disconnectedCallback();\n // It's important to remove the polyfill event listener when we\n // disconnect, otherwise we will leak the whole element via window:\n if (this[$endPolyfillCoordination] != null) {\n this[$endPolyfillCoordination]();\n this[$endPolyfillCoordination] = null;\n }\n }\n }\n _a = $endPolyfillCoordination;\n return FocusVisibleCoordinator;\n};\n\n/* @license\n * Copyright 2019 Google LLC. 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