diff --git a/15.JPG b/15.JPG new file mode 100644 index 0000000..85eb781 Binary files /dev/null and b/15.JPG differ diff --git a/20.JPG b/20.JPG new file mode 100644 index 0000000..8325063 Binary files /dev/null and b/20.JPG differ diff --git a/25.JPG b/25.JPG new file mode 100644 index 0000000..32756e4 Binary files /dev/null and b/25.JPG differ diff --git a/README.md b/README.md index ec3c73b..be82e0f 100755 --- a/README.md +++ b/README.md @@ -3,25 +3,98 @@ WebGL Clustered and Forward+ Shading **University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 5** -* (TODO) YOUR NAME HERE -* Tested on: (TODO) **Google Chrome 222.2** on - Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab) +* Ishan Ranade +* Tested on personal computer: Gigabyte Aero 14, Windows 10, i7-7700HQ, GTX 1060 -### Live Online +## Images -[![](img/thumb.png)](http://TODO.github.io/Project5B-WebGL-Deferred-Shading) +![](forwardplus.JPG) -### Demo Video/GIF +* Forward Plus -[![](img/video.png)](TODO) +![](deferred.JPG) -### (TODO: Your README) +* Deferred -*DO NOT* leave the README to the last minute! It is a crucial part of the -project, and we will not be able to grade you without a good README. +## Live Online -This assignment has a considerable amount of performance analysis compared -to implementation work. Complete the implementation early to leave time! +The demo may take about 15-30 seconds to load up, just give it some time. + +[Demo Link](https://ishanranade.github.io/Project5-WebGL-Clustered-Deferred-Forward-Plus/) + +## Demo Video/GIF + +![](demo.gif) + +## Forward Plus + +Forward plus shading is a technique in which you perform forward rendering, but you use clustering to greatly improve performance. Clustering is a technique where you divide up the view frustrum portion from the near clip plane to the far clip plane into "fruxels", or frustrum voxels. You then figure out which lights affect which fruxel, and save this data into a texture. You can then unpack this texture during the lighting stage of the shader and perform lighting only using the lights that affect the fruxel that a fragment is in. + +![](frustrumimage.png) + +- Example of how the fruxels look + +## Effects + +For Forward Plus I used basic lambert shading, but for the Deferred renderer I used Blinn Phong shading to add some specular information to the scene. You can see from the two images at the very beginning of the README or the demo gif the difference between the shading. You will notice that the Deferred renderer appears to make the scene brighter. + +## Deferred + +Deferred shading is a technique where you have an extra pass in between the typical vertex and fragment shaders in which you render fragment data to a series of textures and use those textures in the final fragment shader. These textures are usually known as g-buffers, and each g-buffer holds unique data. Deferred rendering can also make use of clustering to improve performance. Below are examples of the various textures that we can output to the final stage and the type of data each represents. + +![](normals.JPG) + +- Normals + +![](position.JPG) + +- World positions + +![](albedo.JPG) + +- Albedo colors + +## Optimizations + +Some optimizations I used include packing data in the G buffers to save memory and using 2 component normals and recreating the thrid component when needed. I needed the view space position for my final shading calculations, so I stored each element as the 4th component of each of the 3 g-buffers that I used. This helped me reduce to only using 3 g-buffers. Reducing the number of g-buffers is important because it reduces the amount of memory that must be created to fill a texture and pass it on to the final fragment stage. The less g-buffers needed the less memory that must be stored on the GPU. + +There were a couple optimizations I tried to use for the g-buffers as illustrated in this table with their effects on FPS specifically for Deferred shading. + +#### Reduce G-Buffers to 3 + +- Top row is the resolution of how the frustrum was sliced up + +| | 15x15x15 | 20x20x20 | 25x25x25 | +| ---------- | --------- | --------- | --------- | +| 100 Lights | 23.25 FPS | 25.12 FPS | 16.22 FPS | +| 500 Lights | 10.34 FPS | 13.98 FPS | 6.43 FPS | +| 1000 Lights | 7.82 FPS | 4.44 FPS | 4.68 FPS | + +#### Use 2 Component Normals + +- Top row is the resolution of how the frustrum was sliced up + +| | 15x15x15 | 20x20x20 | 25x25x25 | +| ---------- | --------- | --------- | --------- | +| 100 Lights | 22.12 FPS | 26.14 FPS | 18.40 FPS | +| 500 Lights | 11.48 FPS | 13.30 FPS | 6.82 FPS | +| 1000 Lights | 7.45 FPS | 5.78 FPS | 5.15 FPS | + +It seems as though these optimizations had very limited effects compared to the unoptimized versions as can be seen by comparing these tables to the performance graphs below. + + +## Performance Analysis + +During my experimentation, I found that my computer was limited in the size of memory that I could store on the GPU, and I was only able to have a resolution of 25x25x25 for the cluster texture. I perfomed experiments on various cluster resolution sizes and light counts to see how fast each type of rendering could perform. + + +![](15.JPG) + +![](20.JPG) + +![](25.JPG) + +I found that Forward Plus rendering tended to be the fastest, which became more visible the more lights I added to the scene. This may be because forward plus shading does not have to push extra g-buffers on to the GPU, so it scales well as all that increases is the cluster buffer size. Unfortunately, my implementations of the renderers did not scale very well with increasing light counts and the FPS dramatically decreased. This is probably because I did not split up the fruxels very well and chose a linear split along the x, y, and z axes. There are more efficient splits to try to have finer resolutions closer to the near clip and coarser ones as you approach the far clip since there will be less content near the far clip. I may have also been able to reduce g-buffer sizes even more by not using floats and perhaps using smaller data types, though that would have cost accuracy. ### Credits diff --git a/_config.yml b/_config.yml new file mode 100644 index 0000000..c419263 --- /dev/null +++ b/_config.yml @@ -0,0 +1 @@ +theme: jekyll-theme-cayman \ No newline at end of file diff --git a/albedo.JPG b/albedo.JPG new file mode 100644 index 0000000..80b5f48 Binary files /dev/null and b/albedo.JPG differ diff --git a/build/bundle.js b/build/bundle.js new file mode 100644 index 0000000..fc459da --- /dev/null +++ b/build/bundle.js @@ -0,0 +1,2 @@ +(function(e){function __webpack_require__(n){if(t[n])return t[n].exports;var r=t[n]={i:n,l:!1,exports:{}};return e[n].call(r.exports,r,r.exports,__webpack_require__),r.l=!0,r.exports}var t={};return 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Use their .texture property instead.'),e=!0),t=t.texture),t&&t.isCubeTexture||Array.isArray(t.image)&&6===t.image.length?te.setTextureCube(t,n):te.setTextureCubeDynamic(t,n)}}(),this.getRenderTarget=function(){return x},this.setRenderTarget=function(e){x=e,e&&void 0===ee.get(e).__webglFramebuffer&&te.setupRenderTarget(e);var t=null,n=!1;if(e){var r=ee.get(e).__webglFramebuffer;e.isWebGLRenderTargetCube?(t=r[e.activeCubeFace],n=!0):t=r,M.copy(e.viewport),L.copy(e.scissor),B=e.scissorTest}else M.copy(O).multiplyScalar(P),L.copy(U).multiplyScalar(P),B=k;if(v!==t&&(K.bindFramebuffer(K.FRAMEBUFFER,t),v=t),J.viewport(M),J.scissor(L),J.setScissorTest(B),n){var a=ee.get(e.texture);K.framebufferTexture2D(K.FRAMEBUFFER,K.COLOR_ATTACHMENT0,K.TEXTURE_CUBE_MAP_POSITIVE_X+e.activeCubeFace,a.__webglTexture,e.activeMipMapLevel)}},this.readRenderTargetPixels=function(e,t,n,r,a,o){if(!(e&&e.isWebGLRenderTarget))return void console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');var i=ee.get(e).__webglFramebuffer;if(i){var s=!1;i!==v&&(K.bindFramebuffer(K.FRAMEBUFFER,i),s=!0);try{var l=e.texture,d=l.format,c=l.type;if(d!==rt&&ge.convert(d)!==K.getParameter(K.IMPLEMENTATION_COLOR_READ_FORMAT))return void console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');if(c!==Ve&&ge.convert(c)!==K.getParameter(K.IMPLEMENTATION_COLOR_READ_TYPE)&&!(c===Ke&&(Z.get('OES_texture_float')||Z.get('WEBGL_color_buffer_float')))&&!(c===qe&&Z.get('EXT_color_buffer_half_float')))return void console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');K.checkFramebufferStatus(K.FRAMEBUFFER)===K.FRAMEBUFFER_COMPLETE?0<=t&&t<=e.width-r&&0<=n&&n<=e.height-a&&K.readPixels(t,n,r,a,ge.convert(d),ge.convert(c),o):console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.')}finally{s&&K.bindFramebuffer(K.FRAMEBUFFER,v)}}}}function FogExp2(e,t){this.name='',this.color=new Color(e),this.density=t===void 0?2.5e-4:t}function Fog(e,t,n){this.name='',this.color=new Color(e),this.near=t===void 0?1:t,this.far=n===void 0?1e3:n}function Scene(){Object3D.call(this),this.type='Scene',this.background=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0}function LensFlare(e,t,n,r,a){Object3D.call(this),this.lensFlares=[],this.positionScreen=new Vector3,this.customUpdateCallback=void 0,e!==void 0&&this.add(e,t,n,r,a)}function SpriteMaterial(e){Material.call(this),this.type='SpriteMaterial',this.color=new Color(16777215),this.map=null,this.rotation=0,this.fog=!1,this.lights=!1,this.setValues(e)}function Sprite(e){Object3D.call(this),this.type='Sprite',this.material=e===void 0?new SpriteMaterial:e}function LOD(){Object3D.call(this),this.type='LOD',Object.defineProperties(this,{levels:{enumerable:!0,value:[]}})}function Skeleton(e,t){if(e=e||[],this.bones=e.slice(0),this.boneMatrices=new Float32Array(16*this.bones.length),void 0===t)this.calculateInverses();else if(this.bones.length===t.length)this.boneInverses=t.slice(0);else{console.warn('THREE.Skeleton boneInverses is the wrong length.'),this.boneInverses=[];for(var n=0,r=this.bones.length;n=e.HAVE_CURRENT_DATA&&(d.needsUpdate=!0)}Texture.call(this,e,t,n,r,a,o,i,s,l),this.generateMipmaps=!1;var d=this;update()}function CompressedTexture(e,t,n,r,a,o,i,s,l,d,c,p){Texture.call(this,null,o,i,s,l,d,r,a,c,p),this.image={width:t,height:n},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}function DepthTexture(e,t,n,r,a,o,i,s,l,d){if(d=void 0===d?st:d,d!==st&&d!==lt)throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');void 0===n&&d===st&&(n=Xe),void 0===n&&d===lt&&(n=et),Texture.call(this,null,r,a,o,i,s,d,n,l),this.image={width:e,height:t},this.magFilter=void 0===i?Oe:i,this.minFilter=void 0===s?Oe:s,this.flipY=!1,this.generateMipmaps=!1}function WireframeGeometry(t){BufferGeometry.call(this),this.type='WireframeGeometry';var n=[],r=[0,0],a={},s=['a','b','c'],d,i,c,l,o,p,e,m,g,h;if(t&&t.isGeometry){var f=t.faces;for(d=0,c=f.length;di;i++)e=E[s[i]],m=E[s[(i+1)%3]],r[0]=u(e,m),r[1]=y(e,m),g=r[0]+','+r[1],void 0===a[g]&&(a[g]={index1:r[0],index2:r[1]})}for(g in a)p=a[g],h=t.vertices[p.index1],n.push(h.x,h.y,h.z),h=t.vertices[p.index2],n.push(h.x,h.y,h.z)}else if(t&&t.isBufferGeometry){var _,C,A,b,x,v,T,S;if(h=new Vector3,null!==t.index){for(_=t.attributes.position,C=t.index,A=t.groups,0===A.length&&(A=[{start:0,count:C.count,materialIndex:0}]),(l=0,o=A.length);li;i++)e=C.getX(d+i),m=C.getX(d+(i+1)%3),r[0]=u(e,m),r[1]=y(e,m),g=r[0]+','+r[1],void 0===a[g]&&(a[g]={index1:r[0],index2:r[1]});for(g in a)p=a[g],h.fromBufferAttribute(_,p.index1),n.push(h.x,h.y,h.z),h.fromBufferAttribute(_,p.index2),n.push(h.x,h.y,h.z)}else for(_=t.attributes.position,d=0,c=_.count/3;di;i++)T=3*d+i,h.fromBufferAttribute(_,T),n.push(h.x,h.y,h.z),S=3*d+(i+1)%3,h.fromBufferAttribute(_,S),n.push(h.x,h.y,h.z)}this.addAttribute('position',new Float32BufferAttribute(n,3))}function ParametricGeometry(e,t,n){Geometry.call(this),this.type='ParametricGeometry',this.parameters={func:e,slices:t,stacks:n},this.fromBufferGeometry(new ParametricBufferGeometry(e,t,n)),this.mergeVertices()}function ParametricBufferGeometry(e,t,n){BufferGeometry.call(this),this.type='ParametricBufferGeometry',this.parameters={func:e,slices:t,stacks:n};var r=[],o=[],s=[],l=[],p=1e-5,m=new Vector3,g=new Vector3,h=new Vector3,f=new Vector3,E=new Vector3,_=t+1,C,i;for(C=0;C<=n;C++){var y=C/n;for(i=0;i<=t;i++){var A=i/t;g=e(A,y,g),o.push(g.x,g.y,g.z),0<=A-p?(h=e(A-p,y,h),f.subVectors(g,h)):(h=e(A+p,y,h),f.subVectors(h,g)),0<=y-p?(h=e(A,y-p,h),E.subVectors(g,h)):(h=e(A,y+p,h),E.subVectors(h,g)),m.crossVectors(f,E).normalize(),s.push(m.x,m.y,m.z),l.push(A,y)}}for(C=0;Co&&(0.2>t&&(d[e+0]+=1),0.2>n&&(d[e+2]+=1),0.2>r&&(d[e+4]+=1))}}function pushVertex(e){o.push(e.x,e.y,e.z)}function getVertexByIndex(t,n){var r=3*t;n.x=e[r+0],n.y=e[r+1],n.z=e[r+2]}function correctUVs(){for(var e=new Vector3,t=new Vector3,n=new Vector3,r=new Vector3,a=new Vector2,s=new Vector2,l=new Vector2,c=0,i=0;cr&&1===e.x&&(d[t]=e.x-1),0===n.x&&0===n.z&&(d[t]=r/2/S+0.5)}function azimuth(e){return i(e.z,-e.x)}function inclination(e){return i(-e.y,l(e.x*e.x+e.z*e.z))}BufferGeometry.call(this),this.type='PolyhedronBufferGeometry',this.parameters={vertices:e,indices:t,radius:n,detail:r},n=n||1,r=r||0;var o=[],d=[];(function subdivide(e){for(var n=new Vector3,r=new Vector3,a=new Vector3,o=0;oA;A++)c=l[d[A]],p=l[d[(A+1)%3]],o[0]=u(c,p),o[1]=y(c,p),m=o[0]+','+o[1],void 0===s[m]?s[m]={index1:o[0],index2:o[1],face1:_,face2:void 0}:s[m].face2=_}for(m in s){var b=s[m];if(b.face2===void 0||E[b.face1].normal.dot(E[b.face2].normal)<=a){var e=f[b.index1];r.push(e.x,e.y,e.z),e=f[b.index2],r.push(e.x,e.y,e.z)}}this.addAttribute('position',new Float32BufferAttribute(r,3))}function CylinderGeometry(e,t,n,r,a,o,i,s){Geometry.call(this),this.type='CylinderGeometry',this.parameters={radiusTop:e,radiusBottom:t,height:n,radialSegments:r,heightSegments:a,openEnded:o,thetaStart:i,thetaLength:s},this.fromBufferGeometry(new CylinderBufferGeometry(e,t,n,r,a,o,i,s)),this.mergeVertices()}function CylinderBufferGeometry(e,t,n,r,o,a,i,s){function generateCap(n){var a=new Vector2,o=new Vector3,f=0,_=!0===n?e:t,y=!0===n?1:-1,b,x,v;for(x=E,b=1;b<=r;b++)d.push(0,C*y,0),c.push(0,y,0),h.push(0.5,0.5),E++;for(v=E,b=0;b<=r;b++){var T=b/r,u=T*s+i,S=g(u),R=m(u);o.x=_*R,o.y=C*y,o.z=_*S,d.push(o.x,o.y,o.z),c.push(0,y,0),a.x=0.5*S+0.5,a.y=0.5*R*y+0.5,h.push(a.x,a.y),E++}for(b=0;bthis.duration&&this.resetDuration(),this.optimize()}function MaterialLoader(e){this.manager=e===void 0?dn:e,this.textures={}}function BufferGeometryLoader(e){this.manager=e===void 0?dn:e}function Loader(){this.onLoadStart=function(){},this.onLoadProgress=function(){},this.onLoadComplete=function(){}}function JSONLoader(e){'boolean'==typeof e&&(console.warn('THREE.JSONLoader: showStatus parameter has been removed from constructor.'),e=void 0),this.manager=e===void 0?dn:e,this.withCredentials=!1}function ObjectLoader(e){this.manager=e===void 0?dn:e,this.texturePath=''}function CatmullRom(e,t,n,r,a){var o=0.5*(r-t),i=0.5*(a-n),s=e*e;return(2*n-2*r+o+i)*(e*s)+(-3*n+3*r-2*o-i)*s+o*e+n}function QuadraticBezierP0(e,t){var n=1-e;return n*n*t}function QuadraticBezierP1(e,t){return 2*(1-e)*e*t}function QuadraticBezierP2(e,t){return e*e*t}function QuadraticBezier(e,t,n,r){return QuadraticBezierP0(e,t)+QuadraticBezierP1(e,n)+QuadraticBezierP2(e,r)}function CubicBezierP0(e,t){var n=1-e;return n*n*n*t}function CubicBezierP1(e,t){var n=1-e;return 3*n*n*e*t}function CubicBezierP2(e,t){return 3*(1-e)*e*e*t}function CubicBezierP3(e,t){return e*e*e*t}function CubicBezier(e,t,n,r,a){return CubicBezierP0(e,t)+CubicBezierP1(e,n)+CubicBezierP2(e,r)+CubicBezierP3(e,a)}function Curve(){this.arcLengthDivisions=200}function LineCurve(e,t){Curve.call(this),this.v1=e,this.v2=t}function CurvePath(){Curve.call(this),this.curves=[],this.autoClose=!1}function EllipseCurve(e,t,n,r,a,o,i,s){Curve.call(this),this.aX=e,this.aY=t,this.xRadius=n,this.yRadius=r,this.aStartAngle=a,this.aEndAngle=o,this.aClockwise=i,this.aRotation=s||0}function SplineCurve(e){Curve.call(this),this.points=e===void 0?[]:e}function CubicBezierCurve(e,t,n,r){Curve.call(this),this.v0=e,this.v1=t,this.v2=n,this.v3=r}function QuadraticBezierCurve(e,t,n){Curve.call(this),this.v0=e,this.v1=t,this.v2=n}function Path(e){CurvePath.call(this),this.currentPoint=new Vector2,e&&this.fromPoints(e)}function Shape(){Path.apply(this,arguments),this.holes=[]}function ShapePath(){this.subPaths=[],this.currentPath=null}function Font(e){this.data=e}function FontLoader(e){this.manager=e===void 0?dn:e}function AudioLoader(e){this.manager=e===void 0?dn:e}function StereoCamera(){this.type='StereoCamera',this.aspect=1,this.eyeSep=0.064,this.cameraL=new PerspectiveCamera,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new PerspectiveCamera,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1}function CubeCamera(e,t,n){Object3D.call(this),this.type='CubeCamera';var r=90,a=1,o=new PerspectiveCamera(r,a,e,t);o.up.set(0,-1,0),o.lookAt(new Vector3(1,0,0)),this.add(o);var i=new PerspectiveCamera(r,a,e,t);i.up.set(0,-1,0),i.lookAt(new Vector3(-1,0,0)),this.add(i);var s=new PerspectiveCamera(r,a,e,t);s.up.set(0,0,1),s.lookAt(new Vector3(0,1,0)),this.add(s);var l=new PerspectiveCamera(r,a,e,t);l.up.set(0,0,-1),l.lookAt(new Vector3(0,-1,0)),this.add(l);var d=new PerspectiveCamera(r,a,e,t);d.up.set(0,-1,0),d.lookAt(new Vector3(0,0,1)),this.add(d);var c=new PerspectiveCamera(r,a,e,t);c.up.set(0,-1,0),c.lookAt(new Vector3(0,0,-1)),this.add(c);this.renderTarget=new WebGLRenderTargetCube(n,n,{format:nt,magFilter:ke,minFilter:ke}),this.renderTarget.texture.name='CubeCamera',this.update=function(e,t){null===this.parent&&this.updateMatrixWorld();var n=this.renderTarget,r=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,n.activeCubeFace=0,e.render(t,o,n),n.activeCubeFace=1,e.render(t,i,n),n.activeCubeFace=2,e.render(t,s,n),n.activeCubeFace=3,e.render(t,l,n),n.activeCubeFace=4,e.render(t,d,n),n.texture.generateMipmaps=r,n.activeCubeFace=5,e.render(t,c,n),e.setRenderTarget(null)},this.clear=function(e,t,n,r){for(var a=this.renderTarget,o=0;6>o;o++)a.activeCubeFace=o,e.setRenderTarget(a),e.clear(t,n,r);e.setRenderTarget(null)}}function AudioListener(){Object3D.call(this),this.type='AudioListener',this.context=En.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null}function Audio(e){Object3D.call(this),this.type='Audio',this.context=e.context,this.gain=this.context.createGain(),this.gain.connect(e.getInput()),this.autoplay=!1,this.buffer=null,this.loop=!1,this.startTime=0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.sourceType='empty',this.filters=[]}function PositionalAudio(e){Audio.call(this,e),this.panner=this.context.createPanner(),this.panner.connect(this.gain)}function AudioAnalyser(e,t){this.analyser=e.context.createAnalyser(),this.analyser.fftSize=t===void 0?2048:t,this.data=new Uint8Array(this.analyser.frequencyBinCount),e.getOutput().connect(this.analyser)}function PropertyMixer(e,t,n){this.binding=e,this.valueSize=n;var r=Float64Array,a;'quaternion'===t?a=this._slerp:'string'===t||'bool'===t?(r=Array,a=this._select):a=this._lerp;this.buffer=new r(4*n),this._mixBufferRegion=a,this.cumulativeWeight=0,this.useCount=0,this.referenceCount=0}function Composite(e,t,n){var r=n||PropertyBinding.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,r)}function PropertyBinding(e,t,n){this.path=t,this.parsedPath=n||PropertyBinding.parseTrackName(t),this.node=PropertyBinding.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e}function AnimationObjectGroup(){this.uuid=kt.generateUUID(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;var e={};this._indicesByUUID=e;for(var t=0,r=arguments.length;t!==r;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};var n=this;this.stats={objects:{get total(){return n._objects.length},get inUse(){return this.total-n.nCachedObjects_}},get bindingsPerObject(){return n._bindings.length}}}function AnimationAction(e,t,n){this._mixer=e,this._clip=t,this._localRoot=n||null;for(var r=t.tracks,a=r.length,o=Array(a),s={endingStart:vt,endingEnd:vt},l=0,i;l!==a;++l)i=r[l].createInterpolant(null),o[l]=i,i.settings=s;this._interpolantSettings=s,this._interpolants=o,this._propertyBindings=Array(a),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=Ct,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=Infinity,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}function AnimationMixer(e){this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}function Uniform(e){'string'==typeof e&&(console.warn('THREE.Uniform: Type parameter is no longer needed.'),e=arguments[1]),this.value=e}function InstancedBufferGeometry(){BufferGeometry.call(this),this.type='InstancedBufferGeometry',this.maxInstancedCount=void 0}function InterleavedBufferAttribute(e,t,n,r){this.uuid=kt.generateUUID(),this.data=e,this.itemSize=t,this.offset=n,this.normalized=!0===r}function InterleavedBuffer(e,t){this.uuid=kt.generateUUID(),this.array=e,this.stride=t,this.count=e===void 0?0:e.length/t,this.dynamic=!1,this.updateRange={offset:0,count:-1},this.onUploadCallback=function(){},this.version=0}function InstancedInterleavedBuffer(e,t,n){InterleavedBuffer.call(this,e,t),this.meshPerAttribute=n||1}function InstancedBufferAttribute(e,t,n){BufferAttribute.call(this,e,t),this.meshPerAttribute=n||1}function Raycaster(e,t,n,r){this.ray=new Ray(e,t),this.near=n||0,this.far=r||Infinity,this.params={Mesh:{},Line:{},LOD:{},Points:{threshold:1},Sprite:{}},Object.defineProperties(this.params,{PointCloud:{get:function(){return console.warn('THREE.Raycaster: 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A THREE.Face3 will be created instead.'),new Face3(e,t,n,a,o,i)}function MeshFaceMaterial(e){return console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.'),e}function MultiMaterial(e){return void 0===e&&(e=[]),console.warn('THREE.MultiMaterial has been removed. Use an Array instead.'),e.isMultiMaterial=!0,e.materials=e,e.clone=function(){return e.slice()},e}function PointCloud(e,t){return console.warn('THREE.PointCloud has been renamed to THREE.Points.'),new Points(e,t)}function Particle(e){return console.warn('THREE.Particle has been renamed to THREE.Sprite.'),new Sprite(e)}function ParticleSystem(e,t){return console.warn('THREE.ParticleSystem has been renamed to THREE.Points.'),new Points(e,t)}function PointCloudMaterial(e){return console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.'),new PointsMaterial(e)}function ParticleBasicMaterial(e){return console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.'),new PointsMaterial(e)}function ParticleSystemMaterial(e){return console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.'),new PointsMaterial(e)}function Vertex(e,t,n){return console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.'),new Vector3(e,t,n)}function DynamicBufferAttribute(e,t){return console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.'),new BufferAttribute(e,t).setDynamic(!0)}function Int8Attribute(e,t){return console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.'),new Int8BufferAttribute(e,t)}function Uint8Attribute(e,t){return console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.'),new Uint8BufferAttribute(e,t)}function Uint8ClampedAttribute(e,t){return console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.'),new Uint8ClampedBufferAttribute(e,t)}function Int16Attribute(e,t){return console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.'),new Int16BufferAttribute(e,t)}function Uint16Attribute(e,t){return console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.'),new Uint16BufferAttribute(e,t)}function Int32Attribute(e,t){return console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.'),new Int32BufferAttribute(e,t)}function Uint32Attribute(e,t){return console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.'),new Uint32BufferAttribute(e,t)}function Float32Attribute(e,t){return console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.'),new Float32BufferAttribute(e,t)}function Float64Attribute(e,t){return console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.'),new Float64BufferAttribute(e,t)}function ClosedSplineCurve3(e){console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.'),CatmullRomCurve3.call(this,e),this.type='catmullrom',this.closed=!0}function SplineCurve3(e){console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.'),CatmullRomCurve3.call(this,e),this.type='catmullrom'}function Spline(e){console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.'),CatmullRomCurve3.call(this,e),this.type='catmullrom'}function BoundingBoxHelper(e,t){return console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.'),new BoxHelper(e,t)}function EdgesHelper(e,t){return console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.'),new LineSegments(new EdgesGeometry(e.geometry),new LineBasicMaterial({color:void 0===t?16777215:t}))}function WireframeHelper(e,t){return console.warn('THREE.WireframeHelper has been removed. 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t=0.01,n=0.1,r=e.elements,a=r[0],i=r[4],d=r[8],c=r[1],p=r[5],u=r[9],m=r[2],g=r[6],h=r[10],f,E,_,C;if(A(i-c)b&&y>x?yx?bA(F)&&(F=1),this.x=(g-u)/F,this.y=(d-m)/F,this.z=(c-i)/F,this.w=o((a+p+h-1)/2),this},min:function(e){return this.x=u(this.x,e.x),this.y=u(this.y,e.y),this.z=u(this.z,e.z),this.w=u(this.w,e.w),this},max:function(e){return this.x=y(this.x,e.x),this.y=y(this.y,e.y),this.z=y(this.z,e.z),this.w=y(this.w,e.w),this},clamp:function(e,t){return this.x=y(e.x,u(t.x,this.x)),this.y=y(e.y,u(t.y,this.y)),this.z=y(e.z,u(t.z,this.z)),this.w=y(e.w,u(t.w,this.w)),this},clampScalar:function(){var e,t;return function clampScalar(n,r){return void 0==e&&(e=new Vector4,t=new Vector4),e.set(n,n,n,n),t.set(r,r,r,r),this.clamp(e,t)}}(),clampLength:function(e,t){var n=this.length();return this.divideScalar(n||1).multiplyScalar(y(e,u(t,n)))},floor:function(){return this.x=f(this.x),this.y=f(this.y),this.z=f(this.z),this.w=f(this.w),this},ceil:function(){return 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this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this},lerpVectors:function(e,t,n){return this.subVectors(t,e).multiplyScalar(n).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w},fromArray:function(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e},fromBufferAttribute:function(e,t,n){return void 0!==n&&console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().'),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}}),Object.assign(WebGLRenderTarget.prototype,EventDispatcher.prototype,{isWebGLRenderTarget:!0,setSize:function(e,t){(this.width!==e||this.height!==t)&&(this.width=e,this.height=t,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)},clone:function(){return new this.constructor().copy(this)},copy:function(e){return this.width=e.width,this.height=e.height,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this},dispose:function(){this.dispatchEvent({type:'dispose'})}}),WebGLRenderTargetCube.prototype=Object.create(WebGLRenderTarget.prototype),WebGLRenderTargetCube.prototype.constructor=WebGLRenderTargetCube,WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube=!0,Object.assign(Quaternion,{slerp:function(e,n,r,a){return r.copy(e).slerp(n,a)},slerpFlat:function(e,n,r,a,o,d,c){var t=r[a+0],p=r[a+1],u=r[a+2],g=r[a+3],h=o[d+0],E=o[d+1],C=o[d+2],y=o[d+3];if(g!==y||t!==h||p!==E||u!==C){var A=1-c,s=t*h+p*E+u*C+g*y,b=0<=s?1:-1,x=1-s*s;if(x>_){var v=l(x),T=i(v,s*b);A=m(A*T)/v,c=m(c*T)/v}var S=c*b;if(t=t*A+h*S,p=p*A+E*S,u=u*A+C*S,g=g*A+y*S,A==1-c){var R=1/l(t*t+p*p+u*u+g*g);t*=R,p*=R,u*=R,g*=R}}e[n]=t,e[n+1]=p,e[n+2]=u,e[n+3]=g}}),Object.defineProperties(Quaternion.prototype,{x:{get:function(){return this._x},set:function(e){this._x=e,this.onChangeCallback()}},y:{get:function(){return this._y},set:function(e){this._y=e,this.onChangeCallback()}},z:{get:function(){return this._z},set:function(e){this._z=e,this.onChangeCallback()}},w:{get:function(){return this._w},set:function(e){this._w=e,this.onChangeCallback()}}}),Object.assign(Quaternion.prototype,{set:function(e,t,n,r){return this._x=e,this._y=t,this._z=n,this._w=r,this.onChangeCallback(),this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this.onChangeCallback(),this},setFromEuler:function(e,t){if(!(e&&e.isEuler))throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');var n=e._x,r=e._y,a=e._z,o=e.order,i=g,s=m,l=i(n/2),d=i(r/2),c=i(a/2),p=s(n/2),u=s(r/2),h=s(a/2);return'XYZ'===o?(this._x=p*d*c+l*u*h,this._y=l*u*c-p*d*h,this._z=l*d*h+p*u*c,this._w=l*d*c-p*u*h):'YXZ'===o?(this._x=p*d*c+l*u*h,this._y=l*u*c-p*d*h,this._z=l*d*h-p*u*c,this._w=l*d*c+p*u*h):'ZXY'===o?(this._x=p*d*c-l*u*h,this._y=l*u*c+p*d*h,this._z=l*d*h+p*u*c,this._w=l*d*c-p*u*h):'ZYX'===o?(this._x=p*d*c-l*u*h,this._y=l*u*c+p*d*h,this._z=l*d*h-p*u*c,this._w=l*d*c+p*u*h):'YZX'===o?(this._x=p*d*c+l*u*h,this._y=l*u*c+p*d*h,this._z=l*d*h-p*u*c,this._w=l*d*c-p*u*h):'XZY'===o&&(this._x=p*d*c-l*u*h,this._y=l*u*c-p*d*h,this._z=l*d*h+p*u*c,this._w=l*d*c+p*u*h),!1!==t&&this.onChangeCallback(),this},setFromAxisAngle:function(e,t){var n=t/2,r=m(n);return this._x=e.x*r,this._y=e.y*r,this._z=e.z*r,this._w=g(n),this.onChangeCallback(),this},setFromRotationMatrix:function(e){var t=e.elements,n=t[0],r=t[4],a=t[8],o=t[1],i=t[5],d=t[9],c=t[2],p=t[6],u=t[10],m=n+i+u,g;return 0i&&n>u?(g=2*l(1+n-i-u),this._w=(p-d)/g,this._x=0.25*g,this._y=(r+o)/g,this._z=(a+c)/g):i>u?(g=2*l(1+i-n-u),this._w=(a-c)/g,this._x=(r+o)/g,this._y=0.25*g,this._z=(d+p)/g):(g=2*l(1+u-n-i),this._w=(o-r)/g,this._x=(a+c)/g,this._y=(d+p)/g,this._z=0.25*g),this.onChangeCallback(),this},setFromUnitVectors:function(){var e=new Vector3,t;return function setFromUnitVectors(n,r){return void 0===e&&(e=new Vector3),t=n.dot(r)+1,t<1e-6?(t=0,A(n.x)>A(n.z)?e.set(-n.y,n.x,0):e.set(0,-n.z,n.y)):e.crossVectors(n,r),this._x=e.x,this._y=e.y,this._z=e.z,this._w=t,this.normalize()}}(),inverse:function(){return this.conjugate().normalize()},conjugate:function(){return this._x*=-1,this._y*=-1,this._z*=-1,this.onChangeCallback(),this},dot:function(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return l(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x*=e,this._y*=e,this._z*=e,this._w*=e),this.onChangeCallback(),this},multiply:function(e,t){return void 0===t?this.multiplyQuaternions(this,e):(console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.'),this.multiplyQuaternions(e,t))},premultiply:function(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function(e,t){var n=e._x,r=e._y,a=e._z,o=e._w,i=t._x,s=t._y,l=t._z,d=t._w;return this._x=n*d+o*i+r*l-a*s,this._y=r*d+o*s+a*i-n*l,this._z=a*d+o*l+n*s-r*i,this._w=o*d-n*i-r*s-a*l,this.onChangeCallback(),this},slerp:function(e,n){if(0===n)return this;if(1===n)return this.copy(e);var t=this._x,r=this._y,a=this._z,o=this._w,s=o*e._w+t*e._x+r*e._y+a*e._z;if(0>s?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,s=-s):this.copy(e),1<=s)return this._w=o,this._x=t,this._y=r,this._z=a,this;var d=l(1-s*s);if(1e-3>A(d))return this._w=0.5*(o+this._w),this._x=0.5*(t+this._x),this._y=0.5*(r+this._y),this._z=0.5*(a+this._z),this;var c=i(d,s),p=m((1-n)*c)/d,u=m(n*c)/d;return this._w=o*p+this._w*u,this._x=t*p+this._x*u,this._y=r*p+this._y*u,this._z=a*p+this._z*u,this.onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this.onChangeCallback(),this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},onChange:function(e){return this.onChangeCallback=e,this},onChangeCallback:function(){}}),Object.assign(Vector3.prototype,{isVector3:!0,set:function(e,t,n){return this.x=e,this.y=t,this.z=n,this},setScalar:function(e){return this.x=e,this.y=e,this.z=e,this},setX:function(e){return this.x=e,this},setY:function(e){return this.y=e,this},setZ:function(e){return this.z=e,this},setComponent:function(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error('index is out of range: '+e);}return this},getComponent:function(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error('index is out of range: '+e);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this):(console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'),this.addVectors(e,t))},addScalar:function(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this):(console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'),this.subVectors(e,t))},subScalar:function(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function(e,t){return void 0===t?(this.x*=e.x,this.y*=e.y,this.z*=e.z,this):(console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.'),this.multiplyVectors(e,t))},multiplyScalar:function(e){return this.x*=e,this.y*=e,this.z*=e,this},multiplyVectors:function(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:function(){var e=new Quaternion;return function applyEuler(t){return t&&t.isEuler||console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.'),this.applyQuaternion(e.setFromEuler(t))}}(),applyAxisAngle:function(){var e=new Quaternion;return function applyAxisAngle(t,n){return this.applyQuaternion(e.setFromAxisAngle(t,n))}}(),applyMatrix3:function(t){var n=this.x,r=this.y,a=this.z,o=t.elements;return this.x=o[0]*n+o[3]*r+o[6]*a,this.y=o[1]*n+o[4]*r+o[7]*a,this.z=o[2]*n+o[5]*r+o[8]*a,this},applyMatrix4:function(t){var n=this.x,r=this.y,a=this.z,o=t.elements,e=1/(o[3]*n+o[7]*r+o[11]*a+o[15]);return this.x=(o[0]*n+o[4]*r+o[8]*a+o[12])*e,this.y=(o[1]*n+o[5]*r+o[9]*a+o[13])*e,this.z=(o[2]*n+o[6]*r+o[10]*a+o[14])*e,this},applyQuaternion:function(e){var t=this.x,n=this.y,r=this.z,a=e.x,o=e.y,i=e.z,s=e.w,l=s*t+o*r-i*n,d=s*n+i*t-a*r,c=s*r+a*n-o*t,p=-a*t-o*n-i*r;return this.x=l*s+p*-a+d*-i-c*-o,this.y=d*s+p*-o+c*-a-l*-i,this.z=c*s+p*-i+l*-o-d*-a,this},project:function(){var e=new Matrix4;return function project(t){return e.multiplyMatrices(t.projectionMatrix,e.getInverse(t.matrixWorld)),this.applyMatrix4(e)}}(),unproject:function(){var e=new Matrix4;return function unproject(t){return e.multiplyMatrices(t.matrixWorld,e.getInverse(t.projectionMatrix)),this.applyMatrix4(e)}}(),transformDirection:function(t){var n=this.x,r=this.y,a=this.z,o=t.elements;return this.x=o[0]*n+o[4]*r+o[8]*a,this.y=o[1]*n+o[5]*r+o[9]*a,this.z=o[2]*n+o[6]*r+o[10]*a,this.normalize()},divide:function(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function(e){return this.multiplyScalar(1/e)},min:function(e){return this.x=u(this.x,e.x),this.y=u(this.y,e.y),this.z=u(this.z,e.z),this},max:function(e){return this.x=y(this.x,e.x),this.y=y(this.y,e.y),this.z=y(this.z,e.z),this},clamp:function(e,t){return this.x=y(e.x,u(t.x,this.x)),this.y=y(e.y,u(t.y,this.y)),this.z=y(e.z,u(t.z,this.z)),this},clampScalar:function(){var e=new Vector3,t=new Vector3;return function clampScalar(n,r){return e.set(n,n,n),t.set(r,r,r),this.clamp(e,t)}}(),clampLength:function(e,t){var n=this.length();return this.divideScalar(n||1).multiplyScalar(y(e,u(t,n)))},floor:function(){return this.x=f(this.x),this.y=f(this.y),this.z=f(this.z),this},ceil:function(){return this.x=C(this.x),this.y=C(this.y),this.z=C(this.z),this},round:function(){return this.x=d(this.x),this.y=d(this.y),this.z=d(this.z),this},roundToZero:function(){return this.x=0>this.x?C(this.x):f(this.x),this.y=0>this.y?C(this.y):f(this.y),this.z=0>this.z?C(this.z):f(this.z),this},negate:function(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function(e){return this.x*e.x+this.y*e.y+this.z*e.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return l(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return A(this.x)+A(this.y)+A(this.z)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(e){return this.normalize().multiplyScalar(e)},lerp:function(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function(e,t,n){return this.subVectors(t,e).multiplyScalar(n).add(e)},cross:function(e,t){if(void 0!==t)return console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.'),this.crossVectors(e,t);var n=this.x,r=this.y,a=this.z;return this.x=r*e.z-a*e.y,this.y=a*e.x-n*e.z,this.z=n*e.y-r*e.x,this},crossVectors:function(e,t){var n=e.x,r=e.y,a=e.z,o=t.x,i=t.y,s=t.z;return this.x=r*s-a*i,this.y=a*o-n*s,this.z=n*i-r*o,this},projectOnVector:function(e){var t=e.dot(this)/e.lengthSq();return this.copy(e).multiplyScalar(t)},projectOnPlane:function(){var e=new Vector3;return function projectOnPlane(t){return e.copy(this).projectOnVector(t),this.sub(e)}}(),reflect:function(){var e=new Vector3;return function reflect(t){return this.sub(e.copy(t).multiplyScalar(2*this.dot(t)))}}(),angleTo:function(e){var t=this.dot(e)/l(this.lengthSq()*e.lengthSq());return o(kt.clamp(t,-1,1))},distanceTo:function(e){return l(this.distanceToSquared(e))},distanceToSquared:function(e){var t=this.x-e.x,n=this.y-e.y,r=this.z-e.z;return t*t+n*n+r*r},distanceToManhattan:function(e){return A(this.x-e.x)+A(this.y-e.y)+A(this.z-e.z)},setFromSpherical:function(e){var t=m(e.phi)*e.radius;return this.x=t*m(e.theta),this.y=g(e.phi)*e.radius,this.z=t*g(e.theta),this},setFromCylindrical:function(e){return this.x=e.radius*m(e.theta),this.y=e.y,this.z=e.radius*g(e.theta),this},setFromMatrixPosition:function(t){var n=t.elements;return this.x=n[12],this.y=n[13],this.z=n[14],this},setFromMatrixScale:function(e){var t=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),r=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=n,this.z=r,this},setFromMatrixColumn:function(e,t){return this.fromArray(e.elements,4*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function(e,t,n){return void 0!==n&&console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().'),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}}),Object.assign(Matrix4.prototype,{isMatrix4:!0,set:function(e,t,n,r,a,o,i,s,l,d,c,p,u,m,g,h){var f=this.elements;return f[0]=e,f[4]=t,f[8]=n,f[12]=r,f[1]=a,f[5]=o,f[9]=i,f[13]=s,f[2]=l,f[6]=d,f[10]=c,f[14]=p,f[3]=u,f[7]=m,f[11]=g,f[15]=h,this},identity:function(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this},clone:function(){return new Matrix4().fromArray(this.elements)},copy:function(e){var t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],t[9]=n[9],t[10]=n[10],t[11]=n[11],t[12]=n[12],t[13]=n[13],t[14]=n[14],t[15]=n[15],this},copyPosition:function(e){var t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this},extractBasis:function(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this},makeBasis:function(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this},extractRotation:function(){var e=new Vector3;return function extractRotation(t){var n=this.elements,r=t.elements,a=1/e.setFromMatrixColumn(t,0).length(),o=1/e.setFromMatrixColumn(t,1).length(),i=1/e.setFromMatrixColumn(t,2).length();return n[0]=r[0]*a,n[1]=r[1]*a,n[2]=r[2]*a,n[4]=r[4]*o,n[5]=r[5]*o,n[6]=r[6]*o,n[8]=r[8]*i,n[9]=r[9]*i,n[10]=r[10]*i,this}}(),makeRotationFromEuler:function(t){t&&t.isEuler||console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');var n=this.elements,r=t.x,o=t.y,i=t.z,s=g(r),l=m(r),p=g(o),u=m(o),h=g(i),e=m(i);if('XYZ'===t.order){var E=s*h,_=s*e,C=l*h,y=l*e;n[0]=p*h,n[4]=-p*e,n[8]=u,n[1]=_+C*u,n[5]=E-y*u,n[9]=-l*p,n[2]=y-E*u,n[6]=C+_*u,n[10]=s*p}else if('YXZ'===t.order){var A=p*h,x=p*e,v=u*h,T=u*e;n[0]=A+T*l,n[4]=v*l-x,n[8]=s*u,n[1]=s*e,n[5]=s*h,n[9]=-l,n[2]=x*l-v,n[6]=T+A*l,n[10]=s*p}else if('ZXY'===t.order){var A=p*h,x=p*e,v=u*h,T=u*e;n[0]=A-T*l,n[4]=-s*e,n[8]=v+x*l,n[1]=x+v*l,n[5]=s*h,n[9]=T-A*l,n[2]=-s*u,n[6]=l,n[10]=s*p}else if('ZYX'===t.order){var E=s*h,_=s*e,C=l*h,y=l*e;n[0]=p*h,n[4]=C*u-_,n[8]=E*u+y,n[1]=p*e,n[5]=y*u+E,n[9]=_*u-C,n[2]=-u,n[6]=l*p,n[10]=s*p}else if('YZX'===t.order){var S=s*p,R=s*u,F=l*p,w=l*u;n[0]=p*h,n[4]=w-S*e,n[8]=F*e+R,n[1]=e,n[5]=s*h,n[9]=-l*h,n[2]=-u*h,n[6]=R*e+F,n[10]=S-w*e}else if('XZY'===t.order){var S=s*p,R=s*u,F=l*p,w=l*u;n[0]=p*h,n[4]=-e,n[8]=u*h,n[1]=S*e+w,n[5]=s*h,n[9]=R*e-F,n[2]=F*e-R,n[6]=l*h,n[10]=w*e+S}return n[3]=0,n[7]=0,n[11]=0,n[12]=0,n[13]=0,n[14]=0,n[15]=1,this},makeRotationFromQuaternion:function(e){var t=this.elements,n=e._x,r=e._y,a=e._z,o=e._w,i=n+n,s=r+r,l=a+a,d=n*i,c=n*s,p=n*l,u=r*s,m=r*l,g=a*l,h=o*i,f=o*s,E=o*l;return t[0]=1-(u+g),t[4]=c-E,t[8]=p+f,t[1]=c+E,t[5]=1-(d+g),t[9]=m-h,t[2]=p-f,t[6]=m+h,t[10]=1-(d+u),t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},lookAt:function(){var e=new Vector3,t=new Vector3,n=new Vector3;return function lookAt(r,a,o){var i=this.elements;return n.subVectors(r,a),0===n.lengthSq()&&(n.z=1),n.normalize(),e.crossVectors(o,n),0===e.lengthSq()&&(1===A(o.z)?n.x+=1e-4:n.z+=1e-4,n.normalize(),e.crossVectors(o,n)),e.normalize(),t.crossVectors(n,e),i[0]=e.x,i[4]=t.x,i[8]=n.x,i[1]=e.y,i[5]=t.y,i[9]=n.y,i[2]=e.z,i[6]=t.z,i[10]=n.z,this}}(),multiply:function(e,t){return void 0===t?this.multiplyMatrices(this,e):(console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.'),this.multiplyMatrices(e,t))},premultiply:function(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function(e,t){var n=e.elements,r=t.elements,a=this.elements,o=n[0],i=n[4],s=n[8],l=n[12],d=n[1],c=n[5],p=n[9],u=n[13],m=n[2],g=n[6],h=n[10],f=n[14],E=n[3],_=n[7],C=n[11],y=n[15],A=r[0],b=r[4],x=r[8],v=r[12],T=r[1],S=r[5],R=r[9],F=r[13],w=r[2],M=r[6],L=r[10],B=r[14],D=r[3],I=r[7],N=r[11],P=r[15];return a[0]=o*A+i*T+s*w+l*D,a[4]=o*b+i*S+s*M+l*I,a[8]=o*x+i*R+s*L+l*N,a[12]=o*v+i*F+s*B+l*P,a[1]=d*A+c*T+p*w+u*D,a[5]=d*b+c*S+p*M+u*I,a[9]=d*x+c*R+p*L+u*N,a[13]=d*v+c*F+p*B+u*P,a[2]=m*A+g*T+h*w+f*D,a[6]=m*b+g*S+h*M+f*I,a[10]=m*x+g*R+h*L+f*N,a[14]=m*v+g*F+h*B+f*P,a[3]=E*A+_*T+C*w+y*D,a[7]=E*b+_*S+C*M+y*I,a[11]=E*x+_*R+C*L+y*N,a[15]=E*v+_*F+C*B+y*P,this},multiplyScalar:function(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this},applyToBufferAttribute:function(){var e=new Vector3;return function applyToBufferAttribute(t){for(var n=0,r=t.count;nd&&(i=-i),n.x=o[12],n.y=o[13],n.z=o[14],t.copy(this);var c=1/i,p=1/s,u=1/l;return t.elements[0]*=c,t.elements[1]*=c,t.elements[2]*=c,t.elements[4]*=p,t.elements[5]*=p,t.elements[6]*=p,t.elements[8]*=u,t.elements[9]*=u,t.elements[10]*=u,r.setFromRotationMatrix(t),a.x=i,a.y=s,a.z=l,this}}(),makePerspective:function(e,t,n,r,a,o){void 0===o&&console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');var i=this.elements;return i[0]=2*a/(t-e),i[4]=0,i[8]=(t+e)/(t-e),i[12]=0,i[1]=0,i[5]=2*a/(n-r),i[9]=(n+r)/(n-r),i[13]=0,i[2]=0,i[6]=0,i[10]=-(o+a)/(o-a),i[14]=-2*o*a/(o-a),i[3]=0,i[7]=0,i[11]=-1,i[15]=0,this},makeOrthographic:function(e,t,n,r,a,o){var i=this.elements,s=1/(t-e),l=1/(n-r),d=1/(o-a);return i[0]=2*s,i[4]=0,i[8]=0,i[12]=-((t+e)*s),i[1]=0,i[5]=2*l,i[9]=0,i[13]=-((n+r)*l),i[2]=0,i[6]=0,i[10]=-2*d,i[14]=-((o+a)*d),i[3]=0,i[7]=0,i[11]=0,i[15]=1,this},equals:function(e){for(var t=this.elements,n=e.elements,r=0;16>r;r++)if(t[r]!==n[r])return!1;return!0},fromArray:function(e,t){t===void 0&&(t=0);for(var n=0;16>n;n++)this.elements[n]=e[n+t];return this},toArray:function(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var n=this.elements;return e[t]=n[0],e[t+1]=n[1],e[t+2]=n[2],e[t+3]=n[3],e[t+4]=n[4],e[t+5]=n[5],e[t+6]=n[6],e[t+7]=n[7],e[t+8]=n[8],e[t+9]=n[9],e[t+10]=n[10],e[t+11]=n[11],e[t+12]=n[12],e[t+13]=n[13],e[t+14]=n[14],e[t+15]=n[15],e}}),DataTexture.prototype=Object.create(Texture.prototype),DataTexture.prototype.constructor=DataTexture,DataTexture.prototype.isDataTexture=!0,CubeTexture.prototype=Object.create(Texture.prototype),CubeTexture.prototype.constructor=CubeTexture,CubeTexture.prototype.isCubeTexture=!0,Object.defineProperty(CubeTexture.prototype,'images',{get:function(){return this.image},set:function(e){this.image=e}});var Ht=new Texture,Vt=new CubeTexture,$t=[],zt=[],Xt=new Float32Array(16),jt=new Float32Array(9);StructuredUniform.prototype.setValue=function(e,t){for(var r=this.seq,a=0,o=r.length,n;a!==o;++a)n=r[a],n.setValue(e,t[n.id])};var Yt=/([\w\d_]+)(\])?(\[|\.)?/g;WebGLUniforms.prototype.setValue=function(e,t,n){var r=this.map[t];r!==void 0&&r.setValue(e,n,this.renderer)},WebGLUniforms.prototype.setOptional=function(e,t,n){var r=t[n];r!==void 0&&this.setValue(e,n,r)},WebGLUniforms.upload=function(e,t,r,a){for(var o=0,i=t.length;o!==i;++o){var n=t[o],s=r[n.id];!1!==s.needsUpdate&&n.setValue(e,s.value,a)}},WebGLUniforms.seqWithValue=function(e,t){for(var a=[],r=0,o=e.length,n;r!==o;++r)n=e[r],n.id in t&&a.push(n);return a};var Kt={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};Object.assign(Color.prototype,{isColor:!0,r:1,g:1,b:1,set:function(e){return e&&e.isColor?this.copy(e):'number'==typeof e?this.setHex(e):'string'==typeof e&&this.setStyle(e),this},setScalar:function(e){return this.r=e,this.g=e,this.b=e,this},setHex:function(e){return e=f(e),this.r=(255&e>>16)/255,this.g=(255&e>>8)/255,this.b=(255&e)/255,this},setRGB:function(e,t,n){return this.r=e,this.g=t,this.b=n,this},setHSL:function(){function hue2rgb(e,n,r){return 0>r&&(r+=1),1=n?n*(1+t):n+t-n*t,a=2*n-r;this.r=hue2rgb(a,r,e+1/3),this.g=hue2rgb(a,r,e),this.b=hue2rgb(a,r,e-1/3)}return this}}(),setStyle:function(e){function handleAlpha(t){void 0===t||1>parseFloat(t)&&console.warn('THREE.Color: Alpha component of '+e+' will be ignored.')}var t;if(t=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(e)){var n=t[1],r=t[2],a;switch(n){case'rgb':case'rgba':if(a=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(r))return this.r=u(255,parseInt(a[1],10))/255,this.g=u(255,parseInt(a[2],10))/255,this.b=u(255,parseInt(a[3],10))/255,handleAlpha(a[5]),this;if(a=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(r))return this.r=u(100,parseInt(a[1],10))/100,this.g=u(100,parseInt(a[2],10))/100,this.b=u(100,parseInt(a[3],10))/100,handleAlpha(a[5]),this;break;case'hsl':case'hsla':if(a=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(r)){var o=parseFloat(a[1])/360,i=parseInt(a[2],10)/100,s=parseInt(a[3],10)/100;return handleAlpha(a[5]),this.setHSL(o,i,s)}}}else if(t=/^\#([A-Fa-f0-9]+)$/.exec(e)){var l=t[1],d=l.length;if(3===d)return this.r=parseInt(l.charAt(0)+l.charAt(0),16)/255,this.g=parseInt(l.charAt(1)+l.charAt(1),16)/255,this.b=parseInt(l.charAt(2)+l.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(l.charAt(0)+l.charAt(1),16)/255,this.g=parseInt(l.charAt(2)+l.charAt(3),16)/255,this.b=parseInt(l.charAt(4)+l.charAt(5),16)/255,this}if(e&&0=s?c/(o+i):c/(2-o-i),o===n?l=(r-a)/c+(r 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\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 theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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 * transpose( 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\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n',bumpmap_pars_fragment:'#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n',clipping_planes_fragment:'#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n',clipping_planes_pars_fragment:'#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n',clipping_planes_pars_vertex:'#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n',clipping_planes_vertex:'#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n',color_fragment:'#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif',color_pars_fragment:'#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n',color_pars_vertex:'#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif',color_vertex:'#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif',common:'#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n',cube_uv_reflection_fragment:'#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n',defaultnormal_vertex:'vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n',displacementmap_pars_vertex:'#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n',displacementmap_vertex:'#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n',emissivemap_fragment:'#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n',emissivemap_pars_fragment:'#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n',encodings_fragment:' gl_FragColor = linearToOutputTexel( gl_FragColor );\n',encodings_pars_fragment:'\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\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.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n',envmap_fragment:'#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n',envmap_pars_fragment:'#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n',envmap_pars_vertex:'#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n',envmap_vertex:'#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n',fog_vertex:'\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif',fog_pars_vertex:'#ifdef USE_FOG\n varying float fogDepth;\n#endif\n',fog_fragment:'#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n',fog_pars_fragment:'#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n',gradientmap_pars_fragment:'#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n',lightmap_fragment:'#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n',lightmap_pars_fragment:'#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif',lights_lambert_vertex:'vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n',lights_pars:'uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n',lights_phong_fragment:'BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n',lights_phong_pars_fragment:'varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n',lights_physical_fragment:'PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n',lights_physical_pars_fragment:'struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n',lights_template:'\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\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#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n',logdepthbuf_fragment:'#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif',logdepthbuf_pars_fragment:'#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n',logdepthbuf_pars_vertex:'#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif',logdepthbuf_vertex:'#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n',map_fragment:'#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n',map_pars_fragment:'#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n',map_particle_fragment:'#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n',map_particle_pars_fragment:'#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n',metalnessmap_fragment:'float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n',metalnessmap_pars_fragment:'#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif',morphnormal_vertex:'#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n',morphtarget_pars_vertex:'#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif',morphtarget_vertex:'#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n',normal_fragment:'#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n',normalmap_pars_fragment:'#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n',packing:'vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\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',premultiplied_alpha_fragment:'#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n',project_vertex:'vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n',dithering_fragment:'#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n',dithering_pars_fragment:'#if defined( 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',roughnessmap_fragment:'float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n',roughnessmap_pars_fragment:'#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif',shadowmap_pars_fragment:'#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\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 )\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',shadowmap_pars_vertex:'#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n',shadowmap_vertex:'#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n',shadowmask_pars_fragment:'float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\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\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n',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',skinnormal_vertex:'#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n',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 gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n',tonemapping_pars_fragment:'#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\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}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\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}\n',uv_pars_fragment:'#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif',uv_pars_vertex:'#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n',uv_vertex:'#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif',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#endif',uv2_vertex:'#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif',worldpos_vertex:'#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n',cube_frag:'uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n',cube_vert:'varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\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 \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\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n',depth_vert:'#include \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}\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 \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',distanceRGBA_vert:'#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n',equirect_frag:'uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n',equirect_vert:'varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\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\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n',linedashed_vert:'uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\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 \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\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\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#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n',meshlambert_frag:'uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n',meshlambert_vert:'#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n',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 \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\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n',meshphong_vert:'#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n',meshphysical_frag:'#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n',meshphysical_vert:'#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n',normal_frag:'#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n',normal_vert:'#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\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( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n',points_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\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\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#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n',shadow_frag:'uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n}\n',shadow_vert:'#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n'},Jt={basic:{uniforms:Zt.merge([qt.common,qt.specularmap,qt.envmap,qt.aomap,qt.lightmap,qt.fog]),vertexShader:Qt.meshbasic_vert,fragmentShader:Qt.meshbasic_frag},lambert:{uniforms:Zt.merge([qt.common,qt.specularmap,qt.envmap,qt.aomap,qt.lightmap,qt.emissivemap,qt.fog,qt.lights,{emissive:{value:new Color(0)}}]),vertexShader:Qt.meshlambert_vert,fragmentShader:Qt.meshlambert_frag},phong:{uniforms:Zt.merge([qt.common,qt.specularmap,qt.envmap,qt.aomap,qt.lightmap,qt.emissivemap,qt.bumpmap,qt.normalmap,qt.displacementmap,qt.gradientmap,qt.fog,qt.lights,{emissive:{value:new Color(0)},specular:{value:new Color(1118481)},shininess:{value:30}}]),vertexShader:Qt.meshphong_vert,fragmentShader:Qt.meshphong_frag},standard:{uniforms:Zt.merge([qt.common,qt.envmap,qt.aomap,qt.lightmap,qt.emissivemap,qt.bumpmap,qt.normalmap,qt.displacementmap,qt.roughnessmap,qt.metalnessmap,qt.fog,qt.lights,{emissive:{value:new Color(0)},roughness:{value:0.5},metalness:{value:0.5},envMapIntensity:{value:1}}]),vertexShader:Qt.meshphysical_vert,fragmentShader:Qt.meshphysical_frag},points:{uniforms:Zt.merge([qt.points,qt.fog]),vertexShader:Qt.points_vert,fragmentShader:Qt.points_frag},dashed:{uniforms:Zt.merge([qt.common,qt.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Qt.linedashed_vert,fragmentShader:Qt.linedashed_frag},depth:{uniforms:Zt.merge([qt.common,qt.displacementmap]),vertexShader:Qt.depth_vert,fragmentShader:Qt.depth_frag},normal:{uniforms:Zt.merge([qt.common,qt.bumpmap,qt.normalmap,qt.displacementmap,{opacity:{value:1}}]),vertexShader:Qt.normal_vert,fragmentShader:Qt.normal_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Qt.cube_vert,fragmentShader:Qt.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Qt.equirect_vert,fragmentShader:Qt.equirect_frag},distanceRGBA:{uniforms:Zt.merge([qt.common,qt.displacementmap,{referencePosition:{value:new Vector3},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Qt.distanceRGBA_vert,fragmentShader:Qt.distanceRGBA_frag},shadow:{uniforms:Zt.merge([qt.lights,{color:{value:new Color(0)},opacity:{value:1}}]),vertexShader:Qt.shadow_vert,fragmentShader:Qt.shadow_frag}};Jt.physical={uniforms:Zt.merge([Jt.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:Qt.meshphysical_vert,fragmentShader:Qt.meshphysical_frag},Object.assign(Box2.prototype,{set:function(e,t){return this.min.copy(e),this.max.copy(t),this},setFromPoints:function(e){this.makeEmpty();for(var t=0,n=e.length;tthis.max.x||e.ythis.max.y?!1:!0},containsBox:function(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y},getParameter:function(e,t){var n=t||new Vector2;return n.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(e){return e.max.xthis.max.x||e.max.ythis.max.y?!1:!0},clampPoint:function(e,t){var n=t||new Vector2;return n.copy(e).clamp(this.min,this.max)},distanceToPoint:function(){var e=new Vector2;return function distanceToPoint(t){var n=e.copy(t).clamp(this.min,this.max);return n.sub(t).length()}}(),intersect:function(e){return this.min.max(e.min),this.max.min(e.max),this},union:function(e){return this.min.min(e.min),this.max.max(e.max),this},translate:function(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}),CanvasTexture.prototype=Object.create(Texture.prototype),CanvasTexture.prototype.constructor=CanvasTexture;var en=0;Object.assign(Material.prototype,EventDispatcher.prototype,{isMaterial:!0,onBeforeCompile:function(){},setValues:function(e){if(void 0!==e)for(var t in e){var n=e[t];if(void 0===n){console.warn('THREE.Material: \''+t+'\' parameter is undefined.');continue}if('shading'==t){console.warn('THREE.'+this.type+': .shading has been removed. Use the boolean .flatShading instead.'),this.flatShading=n===O;continue}var r=this[t];if(void 0===r){console.warn('THREE.'+this.type+': \''+t+'\' is not a property of this material.');continue}r&&r.isColor?r.set(n):r&&r.isVector3&&n&&n.isVector3?r.copy(n):'overdraw'==t?this[t]=+n:this[t]=n}},toJSON:function(e){function extractFromCache(e){var t=[];for(var n in e){var r=e[n];delete r.metadata,t.push(r)}return t}var t=void 0===e;t&&(e={textures:{},images:{}});var n={metadata:{version:4.5,type:'Material',generator:'Material.toJSON'}};if(n.uuid=this.uuid,n.type=this.type,''!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearCoat&&(n.clearCoat=this.clearCoat),void 0!==this.clearCoatRoughness&&(n.clearCoatRoughness=this.clearCoatRoughness),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).uuid,n.reflectivity=this.reflectivity),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid),void 0!==this.size&&(n.size=this.size),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==V&&(n.blending=this.blending),!0===this.flatShading&&(n.flatShading=this.flatShading),this.side!==I&&(n.side=this.side),this.vertexColors!==G&&(n.vertexColors=this.vertexColors),1>this.opacity&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,!0===this.dithering&&(n.dithering=!0),0a&&(a=l),c>o&&(o=c),p>s&&(s=p)}return this.min.set(t,n,r),this.max.set(a,o,s),this},setFromBufferAttribute:function(e){for(var t=+Infinity,n=+Infinity,r=+Infinity,a=-Infinity,o=-Infinity,s=-Infinity,d=0,i=e.count;da&&(a=l),c>o&&(o=c),p>s&&(s=p)}return this.min.set(t,n,r),this.max.set(a,o,s),this},setFromPoints:function(e){this.makeEmpty();for(var t=0,n=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z?!1:!0},containsBox:function(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function(e,t){var n=t||new Vector3;return n.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(e){return e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z?!1:!0},intersectsSphere:function(){var e=new Vector3;return function intersectsSphere(t){return this.clampPoint(t.center,e),e.distanceToSquared(t.center)<=t.radius*t.radius}}(),intersectsPlane:function(e){var t,n;return 0=e.constant},clampPoint:function(e,t){var n=t||new Vector3;return n.copy(e).clamp(this.min,this.max)},distanceToPoint:function(){var e=new Vector3;return function distanceToPoint(t){var n=e.copy(t).clamp(this.min,this.max);return n.sub(t).length()}}(),getBoundingSphere:function(){var e=new Vector3;return function getBoundingSphere(t){var n=t||new Sphere;return this.getCenter(n.center),n.radius=0.5*this.getSize(e).length(),n}}(),intersect:function(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:function(){var e=[new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3];return function applyMatrix4(t){return this.isEmpty()?this:(e[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),e[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),e[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),e[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),e[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),e[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),e[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),e[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(e),this)}}(),translate:function(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}),Object.assign(Sphere.prototype,{set:function(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:function(){var e=new Box3;return function setFromPoints(t,n){var r=this.center;void 0===n?e.setFromPoints(t).getCenter(r):r.copy(n);for(var a=0,o=0,i=t.length;o=this.radius},containsPoint:function(e){return e.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(e){return e.distanceTo(this.center)-this.radius},intersectsSphere:function(e){var t=this.radius+e.radius;return e.center.distanceToSquared(this.center)<=t*t},intersectsBox:function(e){return e.intersectsSphere(this)},intersectsPlane:function(e){return A(e.distanceToPoint(this.center))<=this.radius},clampPoint:function(e,t){var n=this.center.distanceToSquared(e),r=t||new Vector3;return r.copy(e),n>this.radius*this.radius&&(r.sub(this.center).normalize(),r.multiplyScalar(this.radius).add(this.center)),r},getBoundingBox:function(e){var t=e||new Box3;return t.set(this.center,this.center),t.expandByScalar(this.radius),t},applyMatrix4:function(e){return this.center.applyMatrix4(e),this.radius*=e.getMaxScaleOnAxis(),this},translate:function(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}}),Object.assign(Matrix3.prototype,{isMatrix3:!0,set:function(e,t,n,r,a,o,i,s,l){var d=this.elements;return d[0]=e,d[1]=r,d[2]=i,d[3]=t,d[4]=a,d[5]=s,d[6]=n,d[7]=o,d[8]=l,this},identity:function(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function(){return new this.constructor().fromArray(this.elements)},copy:function(e){var t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],this},setFromMatrix4:function(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},applyToBufferAttribute:function(){var e=new Vector3;return function applyToBufferAttribute(t){for(var n=0,r=t.count;nr;r++)if(t[r]!==n[r])return!1;return!0},fromArray:function(e,t){t===void 0&&(t=0);for(var n=0;9>n;n++)this.elements[n]=e[n+t];return this},toArray:function(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var n=this.elements;return e[t]=n[0],e[t+1]=n[1],e[t+2]=n[2],e[t+3]=n[3],e[t+4]=n[4],e[t+5]=n[5],e[t+6]=n[6],e[t+7]=n[7],e[t+8]=n[8],e}}),Object.assign(Plane.prototype,{set:function(e,t){return this.normal.copy(e),this.constant=t,this},setComponents:function(e,t,n,r){return this.normal.set(e,t,n),this.constant=r,this},setFromNormalAndCoplanarPoint:function(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this},setFromCoplanarPoints:function(){var e=new Vector3,t=new Vector3;return function setFromCoplanarPoints(n,r,a){var o=e.subVectors(a,r).cross(t.subVectors(n,r)).normalize();return this.setFromNormalAndCoplanarPoint(o,n),this}}(),clone:function(){return new this.constructor().copy(this)},copy:function(e){return this.normal.copy(e.normal),this.constant=e.constant,this},normalize:function(){var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this},negate:function(){return this.constant*=-1,this.normal.negate(),this},distanceToPoint:function(e){return this.normal.dot(e)+this.constant},distanceToSphere:function(e){return this.distanceToPoint(e.center)-e.radius},projectPoint:function(e,t){var n=t||new Vector3;return n.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)},intersectLine:function(){var e=new Vector3;return function intersectLine(n,r){var a=r||new Vector3,o=n.delta(e),i=this.normal.dot(o);if(0===i)return 0===this.distanceToPoint(n.start)?a.copy(n.start):void 0;var s=-(n.start.dot(this.normal)+this.constant)/i;return 0>s||1t&&0n&&0n;n++)t[n].copy(e.planes[n]);return this},setFromMatrix:function(e){var t=this.planes,n=e.elements,r=n[0],a=n[1],o=n[2],i=n[3],s=n[4],l=n[5],d=n[6],c=n[7],p=n[8],u=n[9],m=n[10],g=n[11],h=n[12],f=n[13],E=n[14],_=n[15];return t[0].setComponents(i-r,c-s,g-p,_-h).normalize(),t[1].setComponents(i+r,c+s,g+p,_+h).normalize(),t[2].setComponents(i+a,c+l,g+u,_+f).normalize(),t[3].setComponents(i-a,c-l,g-u,_-f).normalize(),t[4].setComponents(i-o,c-d,g-m,_-E).normalize(),t[5].setComponents(i+o,c+d,g+m,_+E).normalize(),this},intersectsObject:function(){var e=new Sphere;return function intersectsObject(t){var n=t.geometry;return null===n.boundingSphere&&n.computeBoundingSphere(),e.copy(n.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(e)}}(),intersectsSprite:function(){var e=new Sphere;return function intersectsSprite(t){return e.center.set(0,0,0),e.radius=0.7071067811865476,e.applyMatrix4(t.matrixWorld),this.intersectsSphere(e)}}(),intersectsSphere:function(e){for(var t=this.planes,n=e.center,r=-e.radius,a=0,o;6>a;a++)if(o=t[a].distanceToPoint(n),oa;a++){o=r[a],e.x=0i&&0>s)return!1}return!0}}(),containsPoint:function(e){for(var t=this.planes,n=0;6>n;n++)if(0>t[n].distanceToPoint(e))return!1;return!0}}),Euler.RotationOrders=['XYZ','YZX','ZXY','XZY','YXZ','ZYX'],Euler.DefaultOrder='XYZ',Object.defineProperties(Euler.prototype,{x:{get:function(){return this._x},set:function(e){this._x=e,this.onChangeCallback()}},y:{get:function(){return this._y},set:function(e){this._y=e,this.onChangeCallback()}},z:{get:function(){return this._z},set:function(e){this._z=e,this.onChangeCallback()}},order:{get:function(){return this._order},set:function(e){this._order=e,this.onChangeCallback()}}}),Object.assign(Euler.prototype,{isEuler:!0,set:function(e,t,n,r){return this._x=e,this._y=t,this._z=n,this._order=r||this._order,this.onChangeCallback(),this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this.onChangeCallback(),this},setFromRotationMatrix:function(e,t,n){var r=Math.asin,a=kt.clamp,o=e.elements,s=o[0],l=o[4],d=o[8],c=o[1],p=o[5],u=o[9],m=o[2],g=o[6],h=o[10];return t=t||this._order,'XYZ'===t?(this._y=r(a(d,-1,1)),0.99999>A(d)?(this._x=i(-u,h),this._z=i(-l,s)):(this._x=i(g,p),this._z=0)):'YXZ'===t?(this._x=r(-a(u,-1,1)),0.99999>A(u)?(this._y=i(d,h),this._z=i(c,p)):(this._y=i(-m,s),this._z=0)):'ZXY'===t?(this._x=r(a(g,-1,1)),0.99999>A(g)?(this._y=i(-m,h),this._z=i(-l,p)):(this._y=0,this._z=i(c,s))):'ZYX'===t?(this._y=r(-a(m,-1,1)),0.99999>A(m)?(this._x=i(g,h),this._z=i(c,s)):(this._x=0,this._z=i(-l,p))):'YZX'===t?(this._z=r(a(c,-1,1)),0.99999>A(c)?(this._x=i(-u,p),this._y=i(-m,s)):(this._x=0,this._y=i(d,h))):'XZY'===t?(this._z=r(-a(l,-1,1)),0.99999>A(l)?(this._x=i(g,p),this._y=i(d,s)):(this._x=i(-u,h),this._y=0)):console.warn('THREE.Euler: .setFromRotationMatrix() given unsupported order: '+t),this._order=t,!1!==n&&this.onChangeCallback(),this},setFromQuaternion:function(){var e=new Matrix4;return function setFromQuaternion(t,n,r){return e.makeRotationFromQuaternion(t),this.setFromRotationMatrix(e,n,r)}}(),setFromVector3:function(e,t){return this.set(e.x,e.y,e.z,t||this._order)},reorder:function(){var e=new Quaternion;return function reorder(t){return e.setFromEuler(this),this.setFromQuaternion(e,t)}}(),equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order},fromArray:function(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this.onChangeCallback(),this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e},toVector3:function(e){return e?e.set(this._x,this._y,this._z):new Vector3(this._x,this._y,this._z)},onChange:function(e){return this.onChangeCallback=e,this},onChangeCallback:function(){}}),Object.assign(Layers.prototype,{set:function(e){this.mask=0|1<h;h++)if(p[h]===p[(h+1)%3]){g.push(l);break}}for(l=g.length-1;0<=l;l--){var n=g[l];for(this.faces.splice(n,1),u=0,m=this.faceVertexUvs.length;ur?n.copy(this.origin):n.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function(e){return l(this.distanceSqToPoint(e))},distanceSqToPoint:function(){var e=new Vector3;return function distanceSqToPoint(t){var n=e.subVectors(t,this.origin).dot(this.direction);return 0>n?this.origin.distanceToSquared(t):(e.copy(this.direction).multiplyScalar(n).add(this.origin),e.distanceToSquared(t))}}(),distanceSqToSegment:function(){var e=new Vector3,t=new Vector3,n=new Vector3;return function distanceSqToSegment(r,a,o,i){e.copy(r).add(a).multiplyScalar(0.5),t.copy(a).sub(r).normalize(),n.copy(this.origin).sub(e);var s=0.5*r.distanceTo(a),l=-this.direction.dot(t),d=n.dot(this.direction),p=-n.dot(t),m=n.lengthSq(),c=A(1-l*l),g,h,f,E;if(!(0=-E))h=-s,g=y(0,-(l*h+d)),f=-g*g+h*(h+2*p)+m;else if(h<=E){var _=1/c;g*=_,h*=_,f=g*(g+l*h+2*d)+h*(l*g+h+2*p)+m}else h=s,g=y(0,-(l*h+d)),f=-g*g+h*(h+2*p)+m;return o&&o.copy(this.direction).multiplyScalar(g).add(this.origin),i&&i.copy(t).multiplyScalar(h).add(e),f}}(),intersectSphere:function(){var e=new Vector3;return function intersectSphere(t,n){e.subVectors(t.center,this.origin);var r=e.dot(this.direction),a=e.dot(e)-r*r,o=t.radius*t.radius;if(a>o)return null;var i=l(o-a),s=r-i,d=r+i;return 0>s&&0>d?null:0>s?this.at(d,n):this.at(s,n)}}(),intersectsSphere:function(e){return this.distanceToPoint(e.center)<=e.radius},distanceToPlane:function(e){var n=e.normal.dot(this.direction);if(0===n)return 0===e.distanceToPoint(this.origin)?0:null;var r=-(this.origin.dot(e.normal)+e.constant)/n;return 0<=r?r:null},intersectPlane:function(e,n){var r=this.distanceToPlane(e);return null===r?null:this.at(r,n)},intersectsPlane:function(e){var t=e.distanceToPoint(this.origin);if(0===t)return!0;var n=e.normal.dot(this.direction);return!!(0>n*t)},intersectBox:function(e,t){var n=1/this.direction.x,r=1/this.direction.y,a=1/this.direction.z,o=this.origin,i,s,l,d,c,p;return(0<=n?(i=(e.min.x-o.x)*n,s=(e.max.x-o.x)*n):(i=(e.max.x-o.x)*n,s=(e.min.x-o.x)*n),0<=r?(l=(e.min.y-o.y)*r,d=(e.max.y-o.y)*r):(l=(e.max.y-o.y)*r,d=(e.min.y-o.y)*r),i>d||l>s)?null:((l>i||i!==i)&&(i=l),(dp||c>s)?null:((c>i||i!==i)&&(i=c),(ps?null:this.at(0<=i?i:s,t))},intersectsBox:function(){var e=new Vector3;return function intersectsBox(t){return null!==this.intersectBox(t,e)}}(),intersectTriangle:function(){var e=new Vector3,t=new Vector3,n=new Vector3,r=new Vector3;return function intersectTriangle(o,a,i,s,l){t.subVectors(a,o),n.subVectors(i,o),r.crossVectors(t,n);var d=this.direction.dot(r),c;if(0d)c=-1,d=-d;else return null;e.subVectors(this.origin,o);var p=c*this.direction.dot(n.crossVectors(e,n));if(0>p)return null;var u=c*this.direction.dot(t.cross(e));if(0>u)return null;if(p+u>d)return null;var m=-c*e.dot(r);return 0>m?null:this.at(m/d,l)}}(),applyMatrix4:function(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this},equals:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}}),Object.assign(Line3.prototype,{set:function(e,t){return this.start.copy(e),this.end.copy(t),this},clone:function(){return new this.constructor().copy(this)},copy:function(e){return this.start.copy(e.start),this.end.copy(e.end),this},getCenter:function(e){var t=e||new Vector3;return t.addVectors(this.start,this.end).multiplyScalar(0.5)},delta:function(e){var t=e||new Vector3;return t.subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(e,t){var n=t||new Vector3;return this.delta(n).multiplyScalar(e).add(this.start)},closestPointToPointParameter:function(){var e=new Vector3,n=new Vector3;return function closestPointToPointParameter(r,a){e.subVectors(r,this.start),n.subVectors(this.end,this.start);var o=n.dot(n),i=n.dot(e),s=i/o;return a&&(s=kt.clamp(s,0,1)),s}}(),closestPointToPoint:function(e,n,r){var a=this.closestPointToPointParameter(e,n),t=r||new Vector3;return this.delta(t).multiplyScalar(a).add(this.start)},applyMatrix4:function(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this},equals:function(e){return e.start.equals(this.start)&&e.end.equals(this.end)}}),Object.assign(Triangle,{normal:function(){var e=new Vector3;return function normal(t,n,r,a){var o=a||new Vector3;o.subVectors(r,n),e.subVectors(t,n),o.cross(e);var i=o.lengthSq();return 0=o.x+o.y}}()}),Object.assign(Triangle.prototype,{set:function(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this},setFromPointsAndIndices:function(e,t,n,r){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[r]),this},clone:function(){return new this.constructor().copy(this)},copy:function(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this},area:function(){var e=new Vector3,t=new Vector3;return function area(){return e.subVectors(this.c,this.b),t.subVectors(this.a,this.b),0.5*e.cross(t).length()}}(),midpoint:function(e){var t=e||new Vector3;return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(e){return Triangle.normal(this.a,this.b,this.c,e)},plane:function(e){var t=e||new Plane;return t.setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(e,t){return Triangle.barycoordFromPoint(e,this.a,this.b,this.c,t)},containsPoint:function(e){return Triangle.containsPoint(e,this.a,this.b,this.c)},closestPointToPoint:function(){var e=new Plane,t=[new Line3,new Line3,new Line3],n=new Vector3,r=new Vector3;return function closestPointToPoint(a,o){var s=o||new Vector3,l=Infinity;if(e.setFromCoplanarPoints(this.a,this.b,this.c),e.projectPoint(a,n),!0===this.containsPoint(n))s.copy(n);else{t[0].set(this.a,this.b),t[1].set(this.b,this.c),t[2].set(this.c,this.a);for(var d=0;dn.far?null:{distance:d,point:g.clone(),object:e}}function checkBufferGeometryIntersection(e,n,r,l,d,g,a,h){o.fromBufferAttribute(l,g),i.fromBufferAttribute(l,a),s.fromBufferAttribute(l,h);var c=checkIntersection(e,e.material,n,r,o,i,s,m);return c&&(d&&(t.fromBufferAttribute(d,g),p.fromBufferAttribute(d,a),u.fromBufferAttribute(d,h),c.uv=uvIntersection(m,o,i,s,t,p,u)),c.face=new Face3(g,a,h,Triangle.normal(o,i,s)),c.faceIndex=g),c}var e=new Matrix4,n=new Ray,r=new Sphere,o=new Vector3,i=new Vector3,s=new Vector3,a=new Vector3,l=new Vector3,d=new Vector3,t=new Vector2,p=new Vector2,u=new Vector2,c=new Vector3,m=new Vector3,g=new Vector3;return function raycast(g,h){var E=this.geometry,_=this.material,C=this.matrixWorld;if(void 0!==_&&(null===E.boundingSphere&&E.computeBoundingSphere(),r.copy(E.boundingSphere),r.applyMatrix4(C),!1!==g.ray.intersectsSphere(r))&&(e.getInverse(C),n.copy(g.ray).applyMatrix4(e),null===E.boundingBox||!1!==n.intersectsBox(E.boundingBox))){var y;if(E.isBufferGeometry){var A=E.index,x=E.attributes.position,v=E.attributes.uv,T,S,b,c,R;if(null!==A)for(c=0,R=A.count;co)){var i=r.ray.origin.distanceTo(e);ir.far||a.push({distance:i,point:e.clone(),face:null,object:this})}}}(),clone:function(){return new this.constructor(this.material).copy(this)}}),LOD.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:LOD,copy:function(e){Object3D.prototype.copy.call(this,e,!1);for(var t=e.levels,n=0,r=t.length,a;n=r[o].distance;o++)r[o-1].object.visible=!1,r[o].object.visible=!0;for(;od)){h.applyMatrix4(this.matrixWorld);var v=r.ray.origin.distanceTo(h);vr.far||o.push({distance:v,point:g.clone().applyMatrix4(this.matrixWorld),index:A,face:null,faceIndex:null,object:this})}}else for(var A=0,x=C.length/3-1;Ad)){h.applyMatrix4(this.matrixWorld);var v=r.ray.origin.distanceTo(h);vr.far||o.push({distance:v,point:g.clone().applyMatrix4(this.matrixWorld),index:A,face:null,faceIndex:null,object:this})}}}else if(c.isGeometry)for(var T=c.vertices,S=T.length,A=0,b;Ad)){h.applyMatrix4(this.matrixWorld);var v=r.ray.origin.distanceTo(h);vr.far||o.push({distance:v,point:g.clone().applyMatrix4(this.matrixWorld),index:A,face:null,faceIndex:null,object:this})}}}}(),clone:function(){return new this.constructor(this.geometry,this.material).copy(this)}}),LineSegments.prototype=Object.assign(Object.create(Line.prototype),{constructor:LineSegments,isLineSegments:!0}),LineLoop.prototype=Object.assign(Object.create(Line.prototype),{constructor:LineLoop,isLineLoop:!0}),PointsMaterial.prototype=Object.create(Material.prototype),PointsMaterial.prototype.constructor=PointsMaterial,PointsMaterial.prototype.isPointsMaterial=!0,PointsMaterial.prototype.copy=function(e){return Material.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.size=e.size,this.sizeAttenuation=e.sizeAttenuation,this},Points.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Points,isPoints:!0,raycast:function(){var e=new Matrix4,t=new Ray,n=new Sphere;return function raycast(r,o){function testPoint(e,n){var a=t.distanceSqToPoint(e);if(ar.far)return;o.push({distance:d,distanceToRay:l(a),point:i.clone(),index:n,face:null,object:s})}}var s=this,d=this.geometry,c=this.matrixWorld,p=r.params.Points.threshold;if(null===d.boundingSphere&&d.computeBoundingSphere(),n.copy(d.boundingSphere),n.applyMatrix4(c),n.radius+=p,!1!==r.ray.intersectsSphere(n)){e.getInverse(c),t.copy(r.ray).applyMatrix4(e);var u=p/((this.scale.x+this.scale.y+this.scale.z)/3),m=u*u,g=new Vector3;if(d.isBufferGeometry){var h=d.index,f=d.attributes,E=f.position.array;if(null!==h)for(var _=h.array,C=0,i=_.length,y;C=(d-s)*(u-l)-(c-l)*(p-s))return!1;var h,f,E,C,y,A,b,x,v,T,S,R,F,w,M;for(h=p-d,f=u-c,E=s-p,C=l-u,y=d-s,A=c-l,i=0;i=-_&&w>=-_&&F>=-_))return!1;return!0}return function triangulate(e,r){var o=e.length;if(3>o)return null;var n=[],i=[],l=[],d,p,u;if(0=g--)return console.warn('THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()'),r?l:n;if(d=p,m<=d&&(d=0),p=d+1,m<=p&&(p=0),u=p+1,m<=u&&(u=0),snip(e,d,p,u,m,i)){var h,a,f,c,s;for(h=i[d],a=i[p],f=i[u],n.push([e[h],e[a],e[f]]),l.push([i[d],i[p],i[u]]),(c=p,s=p+1);s_){var m;if(0u||u>p)return[];if(m=l*d-s*c,0>m||m>p)return[]}else{if(0S?[]:y===S?a?[]:[E]:b<=S?[E,C]:[E,v]}function isPointInsideAngle(e,t,n,r){var a=t.x-e.x,o=t.y-e.y,i=n.x-e.x,s=n.y-e.y,l=r.x-e.x,d=r.y-e.y,c=a*s-o*i,p=a*d-o*l;if(A(c)>_){var u=l*s-d*i;return 0a&&(a=r);var o=e+1;o>r&&(o=0);var i=isPointInsideAngle(n[e],n[a],n[o],s[t]);if(!i)return!1;var l=s.length-1,d=t-1;0>d&&(d=l);var c=t+1;return c>l&&(c=0),i=isPointInsideAngle(s[t],s[d],s[c],n[e]),!!i}function intersectsShapeEdge(e,t){var r,a,o;for(r=0;rC){console.log('THREE.ShapeUtils: Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!');break}for(d=_;dl;l++)c=d[l].x+':'+d[l].y,p=n[c],void 0!==p&&(d[l]=p);return m.concat()},isClockWise:function(e){return 0>an.area(e)}};ExtrudeGeometry.prototype=Object.create(Geometry.prototype),ExtrudeGeometry.prototype.constructor=ExtrudeGeometry,ExtrudeBufferGeometry.prototype=Object.create(BufferGeometry.prototype),ExtrudeBufferGeometry.prototype.constructor=ExtrudeBufferGeometry,ExtrudeBufferGeometry.prototype.getArrays=function(){var e=this.getAttribute('position'),t=e?Array.prototype.slice.call(e.array):[],n=this.getAttribute('uv'),r=n?Array.prototype.slice.call(n.array):[],a=this.index,o=a?Array.prototype.slice.call(a.array):[];return{position:t,uv:r,index:o}},ExtrudeBufferGeometry.prototype.addShapeList=function(e,t){var n=e.length;t.arrays=this.getArrays();for(var r=0,a;r_){var u=l(s),m=l(o*o+i*i),g=t.x-a/u,f=t.y+r/u,E=n.x-i/m,C=n.y+o/m,y=((E-g)*i-(C-f)*o)/(r*i-a*o);d=g+r*y-e.x,c=f+a*y-e.y;var b=d*d+c*c;if(2>=b)return new Vector2(d,c);p=l(b/2)}else{var x=!1;r>_?o>_&&(x=!0):r<-_?o<-_&&(x=!0):h(a)===h(i)&&(x=!0),x?(d=-a,c=r,p=l(s)):(d=r,c=a,p=l(s/2))}return new Vector2(d/p,c/p)}function sidewalls(e,t){var n,r;for(q=e.length;0<=--q;){n=q,r=q-1,0>r&&(r=e.length-1);var o=0,i=x+2*E;for(o=0;oA(s-c)?[new Vector2(i,1-l),new Vector2(d,1-p),new Vector2(u,1-g),new Vector2(h,1-E)]:[new Vector2(s,1-l),new Vector2(c,1-p),new Vector2(m,1-g),new Vector2(f,1-E)]}},TextGeometry.prototype=Object.create(Geometry.prototype),TextGeometry.prototype.constructor=TextGeometry,TextBufferGeometry.prototype=Object.create(ExtrudeBufferGeometry.prototype),TextBufferGeometry.prototype.constructor=TextBufferGeometry,SphereGeometry.prototype=Object.create(Geometry.prototype),SphereGeometry.prototype.constructor=SphereGeometry,SphereBufferGeometry.prototype=Object.create(BufferGeometry.prototype),SphereBufferGeometry.prototype.constructor=SphereBufferGeometry,RingGeometry.prototype=Object.create(Geometry.prototype),RingGeometry.prototype.constructor=RingGeometry,RingBufferGeometry.prototype=Object.create(BufferGeometry.prototype),RingBufferGeometry.prototype.constructor=RingBufferGeometry,LatheGeometry.prototype=Object.create(Geometry.prototype),LatheGeometry.prototype.constructor=LatheGeometry,LatheBufferGeometry.prototype=Object.create(BufferGeometry.prototype),LatheBufferGeometry.prototype.constructor=LatheBufferGeometry,ShapeGeometry.prototype=Object.create(Geometry.prototype),ShapeGeometry.prototype.constructor=ShapeGeometry,ShapeBufferGeometry.prototype=Object.create(BufferGeometry.prototype),ShapeBufferGeometry.prototype.constructor=ShapeBufferGeometry,EdgesGeometry.prototype=Object.create(BufferGeometry.prototype),EdgesGeometry.prototype.constructor=EdgesGeometry,CylinderGeometry.prototype=Object.create(Geometry.prototype),CylinderGeometry.prototype.constructor=CylinderGeometry,CylinderBufferGeometry.prototype=Object.create(BufferGeometry.prototype),CylinderBufferGeometry.prototype.constructor=CylinderBufferGeometry,ConeGeometry.prototype=Object.create(CylinderGeometry.prototype),ConeGeometry.prototype.constructor=ConeGeometry,ConeBufferGeometry.prototype=Object.create(CylinderBufferGeometry.prototype),ConeBufferGeometry.prototype.constructor=ConeBufferGeometry,CircleGeometry.prototype=Object.create(Geometry.prototype),CircleGeometry.prototype.constructor=CircleGeometry,CircleBufferGeometry.prototype=Object.create(BufferGeometry.prototype),CircleBufferGeometry.prototype.constructor=CircleBufferGeometry;var on=Object.freeze({WireframeGeometry:WireframeGeometry,ParametricGeometry:ParametricGeometry,ParametricBufferGeometry:ParametricBufferGeometry,TetrahedronGeometry:TetrahedronGeometry,TetrahedronBufferGeometry:TetrahedronBufferGeometry,OctahedronGeometry:OctahedronGeometry,OctahedronBufferGeometry:OctahedronBufferGeometry,IcosahedronGeometry:IcosahedronGeometry,IcosahedronBufferGeometry:IcosahedronBufferGeometry,DodecahedronGeometry:DodecahedronGeometry,DodecahedronBufferGeometry:DodecahedronBufferGeometry,PolyhedronGeometry:PolyhedronGeometry,PolyhedronBufferGeometry:PolyhedronBufferGeometry,TubeGeometry:TubeGeometry,TubeBufferGeometry:TubeBufferGeometry,TorusKnotGeometry:TorusKnotGeometry,TorusKnotBufferGeometry:TorusKnotBufferGeometry,TorusGeometry:TorusGeometry,TorusBufferGeometry:TorusBufferGeometry,TextGeometry:TextGeometry,TextBufferGeometry:TextBufferGeometry,SphereGeometry:SphereGeometry,SphereBufferGeometry:SphereBufferGeometry,RingGeometry:RingGeometry,RingBufferGeometry:RingBufferGeometry,PlaneGeometry:PlaneGeometry,PlaneBufferGeometry:PlaneBufferGeometry,LatheGeometry:LatheGeometry,LatheBufferGeometry:LatheBufferGeometry,ShapeGeometry:ShapeGeometry,ShapeBufferGeometry:ShapeBufferGeometry,ExtrudeGeometry:ExtrudeGeometry,ExtrudeBufferGeometry:ExtrudeBufferGeometry,EdgesGeometry:EdgesGeometry,ConeGeometry:ConeGeometry,ConeBufferGeometry:ConeBufferGeometry,CylinderGeometry:CylinderGeometry,CylinderBufferGeometry:CylinderBufferGeometry,CircleGeometry:CircleGeometry,CircleBufferGeometry:CircleBufferGeometry,BoxGeometry:BoxGeometry,BoxBufferGeometry:BoxBufferGeometry});ShadowMaterial.prototype=Object.create(Material.prototype),ShadowMaterial.prototype.constructor=ShadowMaterial,ShadowMaterial.prototype.isShadowMaterial=!0,RawShaderMaterial.prototype=Object.create(ShaderMaterial.prototype),RawShaderMaterial.prototype.constructor=RawShaderMaterial,RawShaderMaterial.prototype.isRawShaderMaterial=!0,MeshStandardMaterial.prototype=Object.create(Material.prototype),MeshStandardMaterial.prototype.constructor=MeshStandardMaterial,MeshStandardMaterial.prototype.isMeshStandardMaterial=!0,MeshStandardMaterial.prototype.copy=function(e){return Material.prototype.copy.call(this,e),this.defines={STANDARD:''},this.color.copy(e.color),this.roughness=e.roughness,this.metalness=e.metalness,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.roughnessMap=e.roughnessMap,this.metalnessMap=e.metalnessMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapIntensity=e.envMapIntensity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},MeshPhysicalMaterial.prototype=Object.create(MeshStandardMaterial.prototype),MeshPhysicalMaterial.prototype.constructor=MeshPhysicalMaterial,MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial=!0,MeshPhysicalMaterial.prototype.copy=function(e){return MeshStandardMaterial.prototype.copy.call(this,e),this.defines={PHYSICAL:''},this.reflectivity=e.reflectivity,this.clearCoat=e.clearCoat,this.clearCoatRoughness=e.clearCoatRoughness,this},MeshPhongMaterial.prototype=Object.create(Material.prototype),MeshPhongMaterial.prototype.constructor=MeshPhongMaterial,MeshPhongMaterial.prototype.isMeshPhongMaterial=!0,MeshPhongMaterial.prototype.copy=function(e){return Material.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},MeshToonMaterial.prototype=Object.create(MeshPhongMaterial.prototype),MeshToonMaterial.prototype.constructor=MeshToonMaterial,MeshToonMaterial.prototype.isMeshToonMaterial=!0,MeshToonMaterial.prototype.copy=function(e){return MeshPhongMaterial.prototype.copy.call(this,e),this.gradientMap=e.gradientMap,this},MeshNormalMaterial.prototype=Object.create(Material.prototype),MeshNormalMaterial.prototype.constructor=MeshNormalMaterial,MeshNormalMaterial.prototype.isMeshNormalMaterial=!0,MeshNormalMaterial.prototype.copy=function(e){return Material.prototype.copy.call(this,e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},MeshLambertMaterial.prototype=Object.create(Material.prototype),MeshLambertMaterial.prototype.constructor=MeshLambertMaterial,MeshLambertMaterial.prototype.isMeshLambertMaterial=!0,MeshLambertMaterial.prototype.copy=function(e){return Material.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},LineDashedMaterial.prototype=Object.create(LineBasicMaterial.prototype),LineDashedMaterial.prototype.constructor=LineDashedMaterial,LineDashedMaterial.prototype.isLineDashedMaterial=!0,LineDashedMaterial.prototype.copy=function(e){return LineBasicMaterial.prototype.copy.call(this,e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this};var sn=Object.freeze({ShadowMaterial:ShadowMaterial,SpriteMaterial:SpriteMaterial,RawShaderMaterial:RawShaderMaterial,ShaderMaterial:ShaderMaterial,PointsMaterial:PointsMaterial,MeshPhysicalMaterial:MeshPhysicalMaterial,MeshStandardMaterial:MeshStandardMaterial,MeshPhongMaterial:MeshPhongMaterial,MeshToonMaterial:MeshToonMaterial,MeshNormalMaterial:MeshNormalMaterial,MeshLambertMaterial:MeshLambertMaterial,MeshDepthMaterial:MeshDepthMaterial,MeshDistanceMaterial:MeshDistanceMaterial,MeshBasicMaterial:MeshBasicMaterial,LineDashedMaterial:LineDashedMaterial,LineBasicMaterial:LineBasicMaterial,Material:Material}),ln={enabled:!1,files:{},add:function(e,t){!1===this.enabled||(this.files[e]=t)},get:function(e){return!1===this.enabled?void 0:this.files[e]},remove:function(e){delete this.files[e]},clear:function(){this.files={}}},dn=new LoadingManager;Object.assign(FileLoader.prototype,{load:function(e,t,n,r){void 0===e&&(e=''),void 0!==this.path&&(e=this.path+e);var a=this,o=ln.get(e);if(void 0!==o)return a.manager.itemStart(e),setTimeout(function(){t&&t(o),a.manager.itemEnd(e)},0),o;var s=/^data:(.*?)(;base64)?,(.*)$/,l=e.match(s);if(l){var d=l[1],c=!!l[2],p=l[3];p=window.decodeURIComponent(p),c&&(p=window.atob(p));try{var u=(this.responseType||'').toLowerCase(),m;switch(u){case'arraybuffer':case'blob':m=new ArrayBuffer(p.length);for(var g=new Uint8Array(m),h=0;h=a)){var s=t[1];e=a)break seek}o=n,n=0;break linear_scan}break validate_interval}for(;n>>1;et;)--o;if(++o,0!=a||o!==r){a>=o&&(o=y(o,1),a=o-1);var i=this.getValueSize();this.times=cn.arraySlice(n,a,o),this.values=cn.arraySlice(this.values,a*i,o*i)}return this},validate:function(){var e=!0,t=this.getValueSize();0!=t-f(t)&&(console.error('THREE.KeyframeTrackPrototype: Invalid value size in track.',this),e=!1);var r=this.times,a=this.values,o=r.length;0===o&&(console.error('THREE.KeyframeTrackPrototype: Track is empty.',this),e=!1);for(var s=null,l=0,i;l!==o;l++){if(i=r[l],'number'==typeof i&&isNaN(i)){console.error('THREE.KeyframeTrackPrototype: Time is not a valid number.',this,l,i),e=!1;break}if(null!=s&&s>i){console.error('THREE.KeyframeTrackPrototype: Out of order keys.',this,l,i,s),e=!1;break}s=i}if(a!==void 0&&cn.isTypedArray(a))for(var l=0,d=a.length,n;l!==d;++l)if(n=a[l],isNaN(n)){console.error('THREE.KeyframeTrackPrototype: Value is not a valid number.',this,l,n),e=!1;break}return e},optimize:function(){for(var e=this.times,t=this.values,n=this.getValueSize(),r=this.getInterpolation()===xt,a=1,o=e.length-1,s=1;sl.opacity&&(l.transparent=!0),r.setTextures(s),r.parse(l)}}()}),Object.assign(JSONLoader.prototype,{load:function(e,t,n,r){var a=this,o=this.texturePath&&'string'==typeof this.texturePath?this.texturePath:Loader.prototype.extractUrlBase(e),i=new FileLoader(this.manager);i.setWithCredentials(this.withCredentials),i.load(e,function(n){var r=JSON.parse(n),i=r.metadata;if(i!==void 0){var s=i.type;if(s!==void 0){if('object'===s.toLowerCase())return void console.error('THREE.JSONLoader: '+e+' should be loaded with THREE.ObjectLoader instead.');if('scene'===s.toLowerCase())return void console.error('THREE.JSONLoader: '+e+' should be loaded with THREE.SceneLoader instead.')}}var l=a.parse(r,o);t(l.geometry,l.materials)},n,r)},setTexturePath:function(e){this.texturePath=e},parse:function(){function parseModel(e,t){function isBitSet(e,t){return e&1<i;i++)f=n[p++],N=D[2*f],u=D[2*f+1],I=new Vector2(N,u),2!==i&&t.faceVertexUvs[d][c].push(I),0!==i&&t.faceVertexUvs[d][c+1].push(I);if(b&&(h=3*n[p++],w.normal.set(a[h++],a[h++],a[h]),M.normal.copy(w.normal)),x)for(d=0;4>d;d++)h=3*n[p++],B=new Vector3(a[h++],a[h++],a[h]),2!==d&&w.vertexNormals.push(B),0!==d&&M.vertexNormals.push(B);if(T&&(g=n[p++],L=o[g],w.color.setHex(L),M.color.setHex(L)),S)for(d=0;4>d;d++)g=n[p++],L=o[g],2!==d&&w.vertexColors.push(new Color(L)),0!==d&&M.vertexColors.push(new Color(L));t.faces.push(w),t.faces.push(M)}else{if(F=new Face3,F.a=n[p++],F.b=n[p++],F.c=n[p++],y&&(E=n[p++],F.materialIndex=E),c=t.faces.length,A)for(d=0;di;i++)f=n[p++],N=D[2*f],u=D[2*f+1],I=new Vector2(N,u),t.faceVertexUvs[d][c].push(I);if(b&&(h=3*n[p++],F.normal.set(a[h++],a[h++],a[h])),x)for(d=0;3>d;d++)h=3*n[p++],B=new Vector3(a[h++],a[h++],a[h]),F.vertexNormals.push(B);if(T&&(g=n[p++],F.color.setHex(o[g])),S)for(d=0;3>d;d++)g=n[p++],F.vertexColors.push(new Color(o[g]));t.faces.push(F)}}function parseSkin(e,t){var n=e.influencesPerVertex===void 0?2:e.influencesPerVertex;if(e.skinWeights)for(var r=0,o=e.skinWeights.length;rd)s=a+1;else if(0n&&(n=0),1_&&(l.normalize(),p=o(kt.clamp(r[c-1].dot(r[c]),-1,1)),a[c].applyMatrix4(d.makeRotationAxis(l,p))),s[c].crossVectors(r[c],a[c]);if(!0===t)for(p=o(kt.clamp(a[0].dot(a[e]),-1,1)),p/=e,0=t){var a=n[r]-t,o=this.curves[r],i=o.getLength(),s=0===i?0:1-a/i;return o.getPointAt(s)}r++}return null},getLength:function(){var e=this.getCurveLengths();return e[e.length-1]},updateArcLengths:function(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var e=[],t=0,n=0,r=this.curves.length;nn;)n+=t;for(;n>t;)n-=t;n<_&&(r?n=0:n=t),!0!==this.aClockwise||r||(n==t?n=-t:n-=t);var a=this.aStartAngle+e*n,o=this.aX+this.xRadius*g(a),i=this.aY+this.yRadius*m(a);if(0!==this.aRotation){var s=g(this.aRotation),l=m(this.aRotation),d=o-this.aX,c=i-this.aY;o=d*s-c*l+this.aX,i=d*l+c*s+this.aY}return new Vector2(o,i)},SplineCurve.prototype=Object.create(Curve.prototype),SplineCurve.prototype.constructor=SplineCurve,SplineCurve.prototype.isSplineCurve=!0,SplineCurve.prototype.getPoint=function(e){var t=this.points,n=(t.length-1)*e,r=f(n),a=n-r,o=t[0===r?r:r-1],i=t[r],s=t[r>t.length-2?t.length-1:r+1],l=t[r>t.length-3?t.length-1:r+2];return new Vector2(CatmullRom(a,o.x,i.x,s.x,l.x),CatmullRom(a,o.y,i.y,s.y,l.y))},CubicBezierCurve.prototype=Object.create(Curve.prototype),CubicBezierCurve.prototype.constructor=CubicBezierCurve,CubicBezierCurve.prototype.getPoint=function(e){var t=this.v0,n=this.v1,r=this.v2,a=this.v3;return new Vector2(CubicBezier(e,t.x,n.x,r.x,a.x),CubicBezier(e,t.y,n.y,r.y,a.y))},QuadraticBezierCurve.prototype=Object.create(Curve.prototype),QuadraticBezierCurve.prototype.constructor=QuadraticBezierCurve,QuadraticBezierCurve.prototype.getPoint=function(e){var t=this.v0,n=this.v1,r=this.v2;return new Vector2(QuadraticBezier(e,t.x,n.x,r.x),QuadraticBezier(e,t.y,n.y,r.y))};var fn=Object.assign(Object.create(CurvePath.prototype),{fromPoints:function(e){this.moveTo(e[0].x,e[0].y);for(var t=1,n=e.length;t_){if(0>d&&(i=t[o],l=-l,s=t[a],d=-d),e.ys.y)continue;if(e.y!==i.y){var c=d*(e.x-i.x)-l*(e.y-i.y);if(0==c)return!0;if(0>c)continue;r=!r}else if(e.x===i.x)return!0}else{if(e.y!==i.y)continue;if(s.x<=e.x&&e.x<=i.x||i.x<=e.x&&e.x<=s.x)return!0}}return r}var n=an.isClockWise,r=this.subPaths;if(0===r.length)return[];if(!0===t)return toShapesNoHoles(r);var a=[],o,s,d;if(1===r.length)return s=r[0],d=new Shape,d.curves=s.curves,a.push(d),a;var c=!n(r[0].getPoints());c=e?!c:c;var p=[],u=[],m=[],g=0,h;u[g]=void 0,m[g]=[];for(var f=0,i=r.length;fa){this._mixBufferRegion(n,r,3*t,1-a,t)}for(var s=t;s!==t+t;++s)if(n[s]!==n[s+t]){o.setValue(n,r);break}},saveOriginalState:function(){var e=this.binding,t=this.buffer,n=this.valueSize,r=3*n;e.getValue(t,r);for(var a=n;a!==r;++a)t[a]=t[r+a%n];this.cumulativeWeight=0},restoreOriginalState:function(){var e=3*this.valueSize;this.binding.setValue(this.buffer,e)},_select:function(e,n,r,a,t){if(0.5<=a)for(var o=0;o!==t;++o)e[n+o]=e[r+o]},_slerp:function(e,n,r,a){Quaternion.slerpFlat(e,n,e,n,e,r,a)},_lerp:function(e,n,r,a,t){for(var o=0,i;o!==t;++o)i=n+o,e[i]=e[i]*(1-a)+e[r+o]*a}}),Object.assign(Composite.prototype,{getValue:function(e,t){this.bind();var n=this._targetGroup.nCachedObjects_,r=this._bindings[n];r!==void 0&&r.getValue(e,t)},setValue:function(e,t){for(var r=this._bindings,a=this._targetGroup.nCachedObjects_,o=r.length;a!==o;++a)r[a].setValue(e,t)},bind:function(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].bind()},unbind:function(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].unbind()}}),Object.assign(PropertyBinding,{Composite:Composite,create:function(e,t,n){return e&&e.isAnimationObjectGroup?new PropertyBinding.Composite(e,t,n):new PropertyBinding(e,t,n)},sanitizeNodeName:function(e){return e.replace(/\s/g,'_').replace(/[^\w-]/g,'')},parseTrackName:function(){var e=/((?:[\w-]+[\/:])*)/,t=/([\w-\.]+)?/,n=/(?:\.([\w-]+)(?:\[(.+)\])?)?/,r=/\.([\w-]+)(?:\[(.+)\])?/,a=new RegExp('^'+e.source+t.source+n.source+r.source+'$'),o=['material','materials','bones'];return function(e){var t=a.exec(e);if(!t)throw new Error('PropertyBinding: Cannot parse trackName: '+e);var n={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},r=n.nodeName&&n.nodeName.lastIndexOf('.');if(r!==void 0&&-1!==r){var i=n.nodeName.substring(r+1);-1!==o.indexOf(i)&&(n.nodeName=n.nodeName.substring(0,r),n.objectName=i)}if(null===n.propertyName||0===n.propertyName.length)throw new Error('PropertyBinding: can not parse propertyName from trackName: '+e);return n}}(),findNode:function(e,t){if(!t||''===t||'root'===t||'.'===t||-1===t||t===e.name||t===e.uuid)return e;if(e.skeleton){var n=function(e){for(var n=0,r;n=t){var c=t++,p=e[c];r[p.uuid]=d,e[d]=p,r[l]=c,e[c]=n;for(var u=0;u!==o;++u){var m=a[u],g=m[c],h=m[d];m[d]=g,m[c]=h}}}this.nCachedObjects_=t},uncache:function(){for(var e=this._objects,t=e.length,r=this.nCachedObjects_,a=this._indicesByUUID,o=this._bindings,s=o.length,l=0,i=arguments.length;l!==i;++l){var n=arguments[l],d=n.uuid,c=a[d];if(void 0!==c)if(delete a[d],co||0===n)return;this._startTime=null,t=n*o}t*=this._updateTimeScale(e);var i=this._updateTime(t),s=this._updateWeight(e);if(0n.parameterPositions[1]&&(this.stopFading(),0===r&&(this.enabled=!1))}}return this._effectiveWeight=t,t},_updateTimeScale:function(e){var t=0;if(!this.paused){t=this.timeScale;var n=this._timeScaleInterpolant;if(null!==n){var r=n.evaluate(e)[0];t*=r,e>n.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t},_updateTime:function(e){var t=this.time+e;if(0===e)return t;var n=this._clip.duration,r=this.loop,a=this._loopCount;if(r===_t){-1===a&&(this._loopCount=0,this._setEndings(!0,!0,!1));handle_stop:{if(t>=n)t=n;else if(0>t)t=0;else break handle_stop;this.clampWhenFinished?this.paused=!0:this.enabled=!1,this._mixer.dispatchEvent({type:'finished',action:this,direction:0>e?-1:1})}}else{var o=r===yt;if(-1===a&&(0<=e?(a=0,this._setEndings(!0,0===this.repetitions,o)):this._setEndings(0===this.repetitions,!0,o)),t>=n||0>t){var i=f(t/n);t-=n*i,a+=A(i);var s=this.repetitions-a;if(0>s)this.clampWhenFinished?this.paused=!0:this.enabled=!1,t=0e;this._setEndings(l,!l,o)}else this._setEndings(!1,!1,o);this._loopCount=a,this._mixer.dispatchEvent({type:'loop',action:this,loopDelta:i})}}if(o&&1==(1&a))return this.time=t,n-t}return this.time=t,t},_setEndings:function(e,t,n){var r=this._interpolantSettings;n?(r.endingStart=Tt,r.endingEnd=Tt):(r.endingStart=e?this.zeroSlopeAtStart?Tt:vt:St,r.endingEnd=t?this.zeroSlopeAtEnd?Tt:vt:St)},_scheduleFading:function(e,t,n){var r=this._mixer,a=r.time,o=this._weightInterpolant;null===o&&(o=r._lendControlInterpolant(),this._weightInterpolant=o);var i=o.parameterPositions,s=o.sampleValues;return i[0]=a,s[0]=t,i[1]=a+e,s[1]=n,this}}),Object.assign(AnimationMixer.prototype,EventDispatcher.prototype,{_bindAction:function(e,t){var n=e._localRoot||this._root,r=e._clip.tracks,a=r.length,o=e._propertyBindings,s=e._interpolants,l=n.uuid,d=this._bindingsByRootAndName,c=d[l];c===void 0&&(c={},d[l]=c);for(var p=0;p!==a;++p){var i=r[p],u=i.name,m=c[u];if(void 0!==m)o[p]=m;else{if(m=o[p],void 0!==m){null===m._cacheIndex&&(++m.referenceCount,this._addInactiveBinding(m,l,u));continue}var g=t&&t._propertyBindings[p].binding.parsedPath;m=new PropertyMixer(PropertyBinding.create(n,u,g),i.ValueTypeName,i.getValueSize()),++m.referenceCount,this._addInactiveBinding(m,l,u),o[p]=m}s[p].resultBuffer=m.buffer}},_activateAction:function(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){var t=(e._localRoot||this._root).uuid,r=e._clip.uuid,a=this._actionsByClip[r];this._bindAction(e,a&&a.knownActions[0]),this._addInactiveAction(e,r,t)}for(var o=e._propertyBindings,s=0,i=o.length,n;s!==i;++s)n=o[s],0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState());this._lendAction(e)}},_deactivateAction:function(e){if(this._isActiveAction(e)){for(var t=e._propertyBindings,r=0,a=t.length,n;r!==a;++r)n=t[r],0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n));this._takeBackAction(e)}},_initMemoryManager:function(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;var e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}},_isActiveAction:function(e){var t=e._cacheIndex;return null!==t&&tA(e)&&(e=1e-8),this.scale.set(0.5*this.size,0.5*this.size,e),this.lookAt(this.plane.normal),this.updateMatrixWorld()};var Cn,yn;ArrowHelper.prototype=Object.create(Object3D.prototype),ArrowHelper.prototype.constructor=ArrowHelper,ArrowHelper.prototype.setDirection=function(){var e=new Vector3,t;return function setDirection(n){0.99999n.y?this.quaternion.set(1,0,0,0):(e.set(n.z,0,-n.x).normalize(),t=o(n.y),this.quaternion.setFromAxisAngle(e,t))}}(),ArrowHelper.prototype.setLength=function(e,t,n){t===void 0&&(t=0.2*e),n===void 0&&(n=0.2*t),this.line.scale.set(1,y(0,e-t),1),this.line.updateMatrix(),this.cone.scale.set(n,t,n),this.cone.position.y=e,this.cone.updateMatrix()},ArrowHelper.prototype.setColor=function(e){this.line.material.color.copy(e),this.cone.material.color.copy(e)},AxisHelper.prototype=Object.create(LineSegments.prototype),AxisHelper.prototype.constructor=AxisHelper;var An=new Vector3,bn=new CubicPoly,xn=new CubicPoly,vn=new CubicPoly;CatmullRomCurve3.prototype=Object.create(Curve.prototype),CatmullRomCurve3.prototype.constructor=CatmullRomCurve3,CatmullRomCurve3.prototype.getPoint=function(e){var t=this.points,n=t.length,r=(n-(this.closed?0:1))*e,a=f(r),o=r-a;this.closed?a+=0m&&(m=1),1e-4>u&&(u=m),1e-4>g&&(g=m),bn.initNonuniformCatmullRom(i.x,l.x,d.x,c.x,u,m,g),xn.initNonuniformCatmullRom(i.y,l.y,d.y,c.y,u,m,g),vn.initNonuniformCatmullRom(i.z,l.z,d.z,c.z,u,m,g)}else if('catmullrom'===this.type){var h=void 0===this.tension?0.5:this.tension;bn.initCatmullRom(i.x,l.x,d.x,c.x,h),xn.initCatmullRom(i.y,l.y,d.y,c.y,h),vn.initCatmullRom(i.z,l.z,d.z,c.z,h)}return new Vector3(bn.calc(o),xn.calc(o),vn.calc(o))},CubicBezierCurve3.prototype=Object.create(Curve.prototype),CubicBezierCurve3.prototype.constructor=CubicBezierCurve3,CubicBezierCurve3.prototype.getPoint=function(e){var t=this.v0,n=this.v1,r=this.v2,a=this.v3;return new Vector3(CubicBezier(e,t.x,n.x,r.x,a.x),CubicBezier(e,t.y,n.y,r.y,a.y),CubicBezier(e,t.z,n.z,r.z,a.z))},QuadraticBezierCurve3.prototype=Object.create(Curve.prototype),QuadraticBezierCurve3.prototype.constructor=QuadraticBezierCurve3,QuadraticBezierCurve3.prototype.getPoint=function(e){var t=this.v0,n=this.v1,r=this.v2;return new Vector3(QuadraticBezier(e,t.x,n.x,r.x),QuadraticBezier(e,t.y,n.y,r.y),QuadraticBezier(e,t.z,n.z,r.z))},LineCurve3.prototype=Object.create(Curve.prototype),LineCurve3.prototype.constructor=LineCurve3,LineCurve3.prototype.getPoint=function(e){if(1===e)return this.v2.clone();var t=new Vector3;return t.subVectors(this.v2,this.v1),t.multiplyScalar(e),t.add(this.v1),t},ArcCurve.prototype=Object.create(EllipseCurve.prototype),ArcCurve.prototype.constructor=ArcCurve;var Tn={createMultiMaterialObject:function(e,t){for(var n=new Group,r=0,a=t.length;rt[5]&&t[0]>t[10]?(r=2*l(1+t[0]-t[5]-t[10]),e[3]=(t[6]-t[9])/r,e[0]=0.25*r,e[1]=(t[1]+t[4])/r,e[2]=(t[8]+t[2])/r):t[5]>t[10]?(r=2*l(1+t[5]-t[0]-t[10]),e[3]=(t[8]-t[2])/r,e[0]=(t[1]+t[4])/r,e[1]=0.25*r,e[2]=(t[6]+t[9])/r):(r=2*l(1+t[10]-t[0]-t[5]),e[3]=(t[1]-t[4])/r,e[0]=(t[8]+t[2])/r,e[1]=(t[6]+t[9])/r,e[2]=0.25*r),e},t.fromRotationTranslationScale=function fromRotationTranslationScale(e,t,n,r){var a=t[0],o=t[1],i=t[2],s=t[3],l=a+a,d=o+o,c=i+i,p=a*l,u=a*d,m=a*c,g=o*d,h=o*c,f=i*c,E=s*l,_=s*d,C=s*c,y=r[0],A=r[1],b=r[2];return e[0]=(1-(g+f))*y,e[1]=(u+C)*y,e[2]=(m-_)*y,e[3]=0,e[4]=(u-C)*A,e[5]=(1-(p+f))*A,e[6]=(h+E)*A,e[7]=0,e[8]=(m+_)*b,e[9]=(h-E)*b,e[10]=(1-(p+g))*b,e[11]=0,e[12]=n[0],e[13]=n[1],e[14]=n[2],e[15]=1,e},t.fromRotationTranslationScaleOrigin=function fromRotationTranslationScaleOrigin(e,t,n,r,a){var o=t[0],i=t[1],s=t[2],l=t[3],d=o+o,c=i+i,p=s+s,u=o*d,m=o*c,g=o*p,h=i*c,f=i*p,E=s*p,_=l*d,C=l*c,y=l*p,A=r[0],b=r[1],x=r[2],v=a[0],T=a[1],S=a[2],R=(1-(h+E))*A,F=(m+y)*A,w=(g-C)*A,M=(m-y)*b,L=(1-(u+E))*b,B=(f+_)*b,D=(g+C)*x,I=(f-_)*x,N=(1-(u+h))*x;return e[0]=R,e[1]=F,e[2]=w,e[3]=0,e[4]=M,e[5]=L,e[6]=B,e[7]=0,e[8]=D,e[9]=I,e[10]=N,e[11]=0,e[12]=n[0]+v-(R*v+M*T+D*S),e[13]=n[1]+T-(F*v+L*T+I*S),e[14]=n[2]+S-(w*v+B*T+N*S),e[15]=1,e},t.fromQuat=function fromQuat(e,t){var n=t[0],r=t[1],a=t[2],o=t[3],i=n+n,s=r+r,l=a+a,d=n*i,c=r*i,p=r*s,u=a*i,m=a*s,g=a*l,h=o*i,f=o*s,E=o*l;return e[0]=1-p-g,e[1]=c+E,e[2]=u-f,e[3]=0,e[4]=c-E,e[5]=1-d-g,e[6]=m+h,e[7]=0,e[8]=u+f,e[9]=m-h,e[10]=1-d-p,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e},t.frustum=function frustum(e,t,n,r,a,o,i){var s=1/(n-t),l=1/(a-r),d=1/(o-i);return e[0]=2*o*s,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=2*o*l,e[6]=0,e[7]=0,e[8]=(n+t)*s,e[9]=(a+r)*l,e[10]=(i+o)*d,e[11]=-1,e[12]=0,e[13]=0,e[14]=2*(i*o)*d,e[15]=0,e},t.perspective=function perspective(e,t,n,a,o){var i=1/r(t/2),s;return e[0]=i/n,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=i,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[11]=-1,e[12]=0,e[13]=0,e[15]=0,null!=o&&o!==Infinity?(s=1/(a-o),e[10]=(o+a)*s,e[14]=2*o*a*s):(e[10]=-1,e[14]=-2*a),e},t.perspectiveFromFieldOfView=function perspectiveFromFieldOfView(e,t,n,o){var i=r(t.upDegrees*a/180),s=r(t.downDegrees*a/180),l=r(t.leftDegrees*a/180),d=r(t.rightDegrees*a/180),c=2/(l+d),p=2/(i+s);return e[0]=c,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=p,e[6]=0,e[7]=0,e[8]=-(0.5*((l-d)*c)),e[9]=0.5*((i-s)*p),e[10]=o/(n-o),e[11]=-1,e[12]=0,e[13]=0,e[14]=o*n/(n-o),e[15]=0,e},t.ortho=function ortho(e,t,n,r,a,o,i){var s=1/(t-n),l=1/(r-a),d=1/(o-i);return e[0]=-2*s,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=-2*l,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=2*d,e[11]=0,e[12]=(t+n)*s,e[13]=(a+r)*l,e[14]=(i+o)*d,e[15]=1,e},t.lookAt=function lookAt(e,t,n,r){var a=void 0,o=void 0,i=void 0,s=void 0,d=void 0,u=void 0,m=void 0,g=void 0,h=void 0,f=void 0,E=t[0],_=t[1],C=t[2],y=r[0],A=r[1],b=r[2],x=n[0],v=n[1],T=n[2];return c(E-x)f&&(f=-f,p=-p,u=-u,m=-m,g=-g),1-f>l.b?(h=r(f),E=o(h),_=o((1-i)*h)/E,C=o(i*h)/E):(_=1-i,C=i),e[0]=_*t+C*p,e[1]=_*s+C*u,e[2]=_*d+C*m,e[3]=_*c+C*g,e}function fromMat3(e,t){var n=t[0]+t[4]+t[8],r=void 0;if(0t[0]&&(a=1),t[8]>t[3*a+a]&&(a=2);var o=(a+1)%3,i=(a+2)%3;r=s(t[3*a+a]-t[3*o+o]-t[3*i+i]+1),e[a]=0.5*r,r=0.5/r,e[3]=(t[3*o+i]-t[3*i+o])*r,e[o]=(t[3*o+a]+t[3*a+o])*r,e[i]=(t[3*i+a]+t[3*a+i])*r}return e}var r=Math.acos,o=Math.sin,i=Math.cos,s=Math.sqrt,a=Math.PI;Object.defineProperty(t,'__esModule',{value:!0}),t.create=create,t.identity=function identity(e){return e[0]=0,e[1]=0,e[2]=0,e[3]=1,e},t.setAxisAngle=setAxisAngle,t.getAxisAngle=function getAxisAngle(e,t){var n=2*r(t[3]),a=o(n/2);return a>l.b?(e[0]=t[0]/a,e[1]=t[1]/a,e[2]=t[2]/a):(e[0]=1,e[1]=0,e[2]=0),n},t.multiply=multiply,t.rotateX=function rotateX(e,t,n){n*=0.5;var r=t[0],a=t[1],s=t[2],l=t[3],d=o(n),c=i(n);return e[0]=r*c+l*d,e[1]=a*c+s*d,e[2]=s*c-a*d,e[3]=l*c-r*d,e},t.rotateY=function rotateY(e,t,n){n*=0.5;var r=t[0],a=t[1],s=t[2],l=t[3],d=o(n),c=i(n);return e[0]=r*c-s*d,e[1]=a*c+l*d,e[2]=s*c+r*d,e[3]=l*c-a*d,e},t.rotateZ=function rotateZ(e,t,n){n*=0.5;var r=t[0],a=t[1],s=t[2],l=t[3],d=o(n),c=i(n);return e[0]=r*c+a*d,e[1]=a*c-r*d,e[2]=s*c+l*d,e[3]=l*c-s*d,e},t.calculateW=function calculateW(e,t){var n=t[0],r=t[1],a=t[2];return e[0]=n,e[1]=r,e[2]=a,e[3]=s(Math.abs(1-n*n-r*r-a*a)),e},t.slerp=slerp,t.random=function random(e){var t=l.c(),n=l.c(),r=l.c(),d=s(1-t),c=s(t);return e[0]=d*o(2*a*n),e[1]=d*i(2*a*n),e[2]=c*o(2*a*r),e[3]=c*i(2*a*r),e},t.invert=function invert(e,t){var n=t[0],r=t[1],a=t[2],o=t[3],i=n*n+r*r+a*a+o*o,s=i?1/i:0;return e[0]=-n*s,e[1]=-r*s,e[2]=-a*s,e[3]=o*s,e},t.conjugate=function conjugate(e,t){return e[0]=-t[0],e[1]=-t[1],e[2]=-t[2],e[3]=t[3],e},t.fromMat3=fromMat3,t.fromEuler=function fromEuler(e,t,n,r){var s=0.5*a/180;t*=s,n*=s,r*=s;var l=o(t),d=i(t),c=o(n),p=i(n),u=o(r),m=i(r);return e[0]=l*p*m-d*c*u,e[1]=d*c*m+l*p*u,e[2]=d*p*u-l*c*m,e[3]=d*p*m+l*c*u,e},t.str=function str(e){return'quat('+e[0]+', '+e[1]+', '+e[2]+', '+e[3]+')'},n.d(t,'clone',function(){return u}),n.d(t,'fromValues',function(){return m}),n.d(t,'copy',function(){return g}),n.d(t,'set',function(){return h}),n.d(t,'add',function(){return f}),n.d(t,'mul',function(){return E}),n.d(t,'scale',function(){return _}),n.d(t,'dot',function(){return C}),n.d(t,'lerp',function(){return y}),n.d(t,'length',function(){return A}),n.d(t,'len',function(){return b}),n.d(t,'squaredLength',function(){return x}),n.d(t,'sqrLen',function(){return v}),n.d(t,'normalize',function(){return T}),n.d(t,'exactEquals',function(){return S}),n.d(t,'equals',function(){return R}),n.d(t,'rotationTo',function(){return F}),n.d(t,'sqlerp',function(){return w}),n.d(t,'setAxes',function(){return M});var l=n(0),d=n(7),c=n(10),p=n(11),u=p.clone,m=p.fromValues,g=p.copy,h=p.set,f=p.add,E=multiply,_=p.scale,C=p.dot,y=p.lerp,A=p.length,b=A,x=p.squaredLength,v=x,T=p.normalize,S=p.exactEquals,R=p.equals,F=function(){var e=c.create(),t=c.fromValues(1,0,0),n=c.fromValues(0,1,0);return function(r,o,a){var i=c.dot(o,a);return-0.999999>i?(c.cross(e,t,o),1e-6>c.len(e)&&c.cross(e,n,o),c.normalize(e,e),setAxisAngle(r,e,Math.PI),r):0.999999a?m:Math.acos(a)},t.str=function str(e){return'vec3('+e[0]+', '+e[1]+', '+e[2]+')'},t.exactEquals=function exactEquals(e,t){return e[0]===t[0]&&e[1]===t[1]&&e[2]===t[2]},t.equals=function equals(e,t){var n=e[0],r=e[1],a=e[2],o=t[0],i=t[1],s=t[2];return u(n-o)<=g.b*p(1,u(n),u(o))&&u(r-i)<=g.b*p(1,u(r),u(i))&&u(a-s)<=g.b*p(1,u(a),u(s))},n.d(t,'sub',function(){return a}),n.d(t,'mul',function(){return h}),n.d(t,'div',function(){return f}),n.d(t,'dist',function(){return E}),n.d(t,'sqrDist',function(){return _}),n.d(t,'len',function(){return C}),n.d(t,'sqrLen',function(){return y}),n.d(t,'forEach',function(){return A});var g=n(0),a=subtract,h=multiply,f=divide,E=distance,_=squaredDistance,C=length,y=squaredLength,A=function(){var e=create();return function(t,n,r,a,o,s){var c,i;for(n||(n=3),r||(r=0),i=a?d(a*n+r,t.length):t.length,c=r;cp.length;)p='0'+p;return'#'+p}return'CSS_RGB'===n?'rgb('+i+','+r+','+l+')':'CSS_RGBA'===n?'rgba('+i+','+r+','+l+','+d+')':'HEX'===n?'0x'+e.hex.toString(16):'RGB_ARRAY'===n?'['+i+','+r+','+l+']':'RGBA_ARRAY'===n?'['+i+','+r+','+l+','+d+']':'RGB_OBJ'===n?'{r:'+i+',g:'+r+',b:'+l+'}':'RGBA_OBJ'===n?'{r:'+i+',g:'+r+',b:'+l+',a:'+d+'}':'HSV_OBJ'===n?'{h:'+a+',s:'+c+',v:'+s+'}':'HSVA_OBJ'===n?'{h:'+a+',s:'+c+',v:'+s+',a:'+d+'}':'unknown format'}function defineRGBComponent(e,t,n){Object.defineProperty(e,t,{get:function get$$1(){return'RGB'===this.__state.space?this.__state[t]:(y.recalculateRGB(this,t,n),this.__state[t])},set:function set$$1(e){'RGB'!==this.__state.space&&(y.recalculateRGB(this,t,n),this.__state.space='RGB'),this.__state[t]=e}})}function defineHSVComponent(e,t){Object.defineProperty(e,t,{get:function get$$1(){return'HSV'===this.__state.space?this.__state[t]:(y.recalculateHSV(this),this.__state[t])},set:function set$$1(e){'HSV'!==this.__state.space&&(y.recalculateHSV(this),this.__state.space='HSV'),this.__state[t]=e}})}function cssValueToPixels(e){if('0'===e||l.isUndefined(e))return 0;var t=e.match(x);return l.isNull(t)?0:parseFloat(t[1])}function numDecimals(e){var t=e.toString();return-1i&&(i+=1),{h:360*i,s:l,v:a/255}},rgb_to_hex:function rgb_to_hex(e,t,n){var r=this.hex_with_component(0,2,e);return r=this.hex_with_component(r,1,t),r=this.hex_with_component(r,0,n),r},component_from_hex:function component_from_hex(e,t){return 255&e>>8*t},hex_with_component:function hex_with_component(e,t,n){return n<<(u=8*t)|e&~(255<this.__max&&(t=this.__max),void 0!==this.__step&&0!=t%this.__step&&(t=o(t/this.__step)*this.__step),E(NumberController.prototype.__proto__||Object.getPrototypeOf(NumberController.prototype),'setValue',this).call(this,t)}},{key:'min',value:function min(e){return this.__min=e,this}},{key:'max',value:function max(e){return this.__max=e,this}},{key:'step',value:function step(e){return this.__step=e,this.__impliedStep=e,this.__precision=numDecimals(e),this}}]),NumberController}(A),w=function(e){function NumberControllerBox(e,t,n){function onFinish(){a.__onFinishChange&&a.__onFinishChange.call(a,a.getValue())}function onMouseDrag(t){var e=o-t.clientY;a.setValue(a.getValue()+e*a.__impliedStep),o=t.clientY}function onMouseUp(){T.unbind(window,'mousemove',onMouseDrag),T.unbind(window,'mouseup',onMouseUp),onFinish()}h(this,NumberControllerBox);var r=C(this,(NumberControllerBox.__proto__||Object.getPrototypeOf(NumberControllerBox)).call(this,e,t,n));r.__truncationSuspended=!1;var a=r,o=void 0;return r.__input=document.createElement('input'),r.__input.setAttribute('type','text'),T.bind(r.__input,'change',function onChange(){var e=parseFloat(a.__input.value);l.isNaN(e)||a.setValue(e)}),T.bind(r.__input,'blur',function onBlur(){onFinish()}),T.bind(r.__input,'mousedown',function onMouseDown(t){T.bind(window,'mousemove',onMouseDrag),T.bind(window,'mouseup',onMouseUp),o=t.clientY}),T.bind(r.__input,'keydown',function(t){13===t.keyCode&&(a.__truncationSuspended=!0,this.blur(),a.__truncationSuspended=!1,onFinish())}),r.updateDisplay(),r.domElement.appendChild(r.__input),r}return _(NumberControllerBox,e),f(NumberControllerBox,[{key:'updateDisplay',value:function updateDisplay(){return this.__input.value=this.__truncationSuspended?this.getValue():roundToDecimal(this.getValue(),this.__precision),E(NumberControllerBox.prototype.__proto__||Object.getPrototypeOf(NumberControllerBox.prototype),'updateDisplay',this).call(this)}}]),NumberControllerBox}(F),M=function(e){function NumberControllerSlider(e,t,n,r,a){function onMouseDrag(t){t.preventDefault();var e=i.__background.getBoundingClientRect();return i.setValue(map(t.clientX,e.left,e.right,i.__min,i.__max)),!1}function onMouseUp(){T.unbind(window,'mousemove',onMouseDrag),T.unbind(window,'mouseup',onMouseUp),i.__onFinishChange&&i.__onFinishChange.call(i,i.getValue())}function onTouchMove(t){var e=t.touches[0].clientX,n=i.__background.getBoundingClientRect();i.setValue(map(e,n.left,n.right,i.__min,i.__max))}function onTouchEnd(){T.unbind(window,'touchmove',onTouchMove),T.unbind(window,'touchend',onTouchEnd),i.__onFinishChange&&i.__onFinishChange.call(i,i.getValue())}h(this,NumberControllerSlider);var o=C(this,(NumberControllerSlider.__proto__||Object.getPrototypeOf(NumberControllerSlider)).call(this,e,t,{min:n,max:r,step:a})),i=o;return o.__background=document.createElement('div'),o.__foreground=document.createElement('div'),T.bind(o.__background,'mousedown',function onMouseDown(t){document.activeElement.blur(),T.bind(window,'mousemove',onMouseDrag),T.bind(window,'mouseup',onMouseUp),onMouseDrag(t)}),T.bind(o.__background,'touchstart',function onTouchStart(t){1!==t.touches.length||(T.bind(window,'touchmove',onTouchMove),T.bind(window,'touchend',onTouchEnd),onTouchMove(t))}),T.addClass(o.__background,'slider'),T.addClass(o.__foreground,'slider-fg'),o.updateDisplay(),o.__background.appendChild(o.__foreground),o.domElement.appendChild(o.__background),o}return _(NumberControllerSlider,e),f(NumberControllerSlider,[{key:'updateDisplay',value:function updateDisplay(){var e=(this.getValue()-this.__min)/(this.__max-this.__min);return this.__foreground.style.width=100*e+'%',E(NumberControllerSlider.prototype.__proto__||Object.getPrototypeOf(NumberControllerSlider.prototype),'updateDisplay',this).call(this)}}]),NumberControllerSlider}(F),L=function(e){function FunctionController(e,t,n){h(this,FunctionController);var r=C(this,(FunctionController.__proto__||Object.getPrototypeOf(FunctionController)).call(this,e,t));return r.__button=document.createElement('div'),r.__button.innerHTML=void 0===n?'Fire':n,T.bind(r.__button,'click',function(t){return t.preventDefault(),r.fire(),!1}),T.addClass(r.__button,'button'),r.domElement.appendChild(r.__button),r}return _(FunctionController,e),f(FunctionController,[{key:'fire',value:function fire(){this.__onChange&&this.__onChange.call(this),this.getValue().call(this.object),this.__onFinishChange&&this.__onFinishChange.call(this,this.getValue())}}]),FunctionController}(A),B=function(e){function ColorController(e,t){function fieldDown(t){setSV(t),T.bind(window,'mousemove',setSV),T.bind(window,'touchmove',setSV),T.bind(window,'mouseup',fieldUpSV),T.bind(window,'touchend',fieldUpSV)}function fieldDownH(t){setH(t),T.bind(window,'mousemove',setH),T.bind(window,'touchmove',setH),T.bind(window,'mouseup',fieldUpH),T.bind(window,'touchend',fieldUpH)}function fieldUpSV(){T.unbind(window,'mousemove',setSV),T.unbind(window,'touchmove',setSV),T.unbind(window,'mouseup',fieldUpSV),T.unbind(window,'touchend',fieldUpSV),onFinish()}function fieldUpH(){T.unbind(window,'mousemove',setH),T.unbind(window,'touchmove',setH),T.unbind(window,'mouseup',fieldUpH),T.unbind(window,'touchend',fieldUpH),onFinish()}function onBlur(){var e=p(this.value);!1===e?this.value=r.__color.toString():(r.__color.__state=e,r.setValue(r.__color.toOriginal()))}function onFinish(){r.__onFinishChange&&r.__onFinishChange.call(r,r.__color.toOriginal())}function setSV(t){-1===t.type.indexOf('touch')&&t.preventDefault();var e=r.__saturation_field.getBoundingClientRect(),n=t.touches&&t.touches[0]||t,a=n.clientX,o=n.clientY,i=(a-e.left)/(e.right-e.left),s=1-(o-e.top)/(e.bottom-e.top);return 1s&&(s=0),1i&&(i=0),r.__color.v=s,r.__color.s=i,r.setValue(r.__color.toOriginal()),!1}function setH(t){-1===t.type.indexOf('touch')&&t.preventDefault();var e=r.__hue_field.getBoundingClientRect(),n=t.touches&&t.touches[0]||t,a=n.clientY,o=1-(a-e.top)/(e.bottom-e.top);return 1o&&(o=0),r.__color.h=360*o,r.setValue(r.__color.toOriginal()),!1}h(this,ColorController);var n=C(this,(ColorController.__proto__||Object.getPrototypeOf(ColorController)).call(this,e,t));n.__color=new y(n.getValue()),n.__temp=new y(0);var r=n;n.domElement=document.createElement('div'),T.makeSelectable(n.domElement,!1),n.__selector=document.createElement('div'),n.__selector.className='selector',n.__saturation_field=document.createElement('div'),n.__saturation_field.className='saturation-field',n.__field_knob=document.createElement('div'),n.__field_knob.className='field-knob',n.__field_knob_border='2px solid ',n.__hue_knob=document.createElement('div'),n.__hue_knob.className='hue-knob',n.__hue_field=document.createElement('div'),n.__hue_field.className='hue-field',n.__input=document.createElement('input'),n.__input.type='text',n.__input_textShadow='0 1px 1px ',T.bind(n.__input,'keydown',function(t){13===t.keyCode&&onBlur.call(this)}),T.bind(n.__input,'blur',onBlur),T.bind(n.__selector,'mousedown',function(){T.addClass(this,'drag').bind(window,'mouseup',function(){T.removeClass(r.__selector,'drag')})}),T.bind(n.__selector,'touchstart',function(){T.addClass(this,'drag').bind(window,'touchend',function(){T.removeClass(r.__selector,'drag')})});var a=document.createElement('div');return l.extend(n.__selector.style,{width:'122px',height:'102px',padding:'3px',backgroundColor:'#222',boxShadow:'0px 1px 3px rgba(0,0,0,0.3)'}),l.extend(n.__field_knob.style,{position:'absolute',width:'12px',height:'12px',border:n.__field_knob_border+(0.5>n.__color.v?'#fff':'#000'),boxShadow:'0px 1px 3px rgba(0,0,0,0.5)',borderRadius:'12px',zIndex:1}),l.extend(n.__hue_knob.style,{position:'absolute',width:'15px',height:'2px',borderRight:'4px solid #fff',zIndex:1}),l.extend(n.__saturation_field.style,{width:'100px',height:'100px',border:'1px solid #555',marginRight:'3px',display:'inline-block',cursor:'pointer'}),l.extend(a.style,{width:'100%',height:'100%',background:'none'}),linearGradient(a,'top','rgba(0,0,0,0)','#000'),l.extend(n.__hue_field.style,{width:'15px',height:'100px',border:'1px solid #555',cursor:'ns-resize',position:'absolute',top:'3px',right:'3px'}),hueGradient(n.__hue_field),l.extend(n.__input.style,{outline:'none',textAlign:'center',color:'#fff',border:0,fontWeight:'bold',textShadow:n.__input_textShadow+'rgba(0,0,0,0.7)'}),T.bind(n.__saturation_field,'mousedown',fieldDown),T.bind(n.__saturation_field,'touchstart',fieldDown),T.bind(n.__field_knob,'mousedown',fieldDown),T.bind(n.__field_knob,'touchstart',fieldDown),T.bind(n.__hue_field,'mousedown',fieldDownH),T.bind(n.__hue_field,'touchstart',fieldDownH),n.__saturation_field.appendChild(a),n.__selector.appendChild(n.__field_knob),n.__selector.appendChild(n.__saturation_field),n.__selector.appendChild(n.__hue_field),n.__hue_field.appendChild(n.__hue_knob),n.domElement.appendChild(n.__input),n.domElement.appendChild(n.__selector),n.updateDisplay(),n}return _(ColorController,e),f(ColorController,[{key:'updateDisplay',value:function updateDisplay(){var e=p(this.getValue());if(!1!==e){var t=!1;l.each(y.COMPONENTS,function(n){if(!l.isUndefined(e[n])&&!l.isUndefined(this.__color.__state[n])&&e[n]!==this.__color.__state[n])return t=!0,{}},this),t&&l.extend(this.__color.__state,e)}l.extend(this.__temp.__state,this.__color.__state),this.__temp.a=1;var n=0.5>this.__color.v||0.5ul.close-top{margin-top:0}.dg.a.has-save>ul.close-bottom{margin-top:27px}.dg.a.has-save>ul.closed{margin-top:0}.dg.a .save-row{top:0;z-index:1002}.dg.a .save-row.close-top{position:relative}.dg.a .save-row.close-bottom{position:fixed}.dg li{-webkit-transition:height .1s ease-out;-o-transition:height .1s ease-out;-moz-transition:height .1s ease-out;transition:height .1s ease-out;-webkit-transition:overflow .1s linear;-o-transition:overflow .1s linear;-moz-transition:overflow .1s linear;transition:overflow .1s linear}.dg li:not(.folder){cursor:auto;height:27px;line-height:27px;padding:0 4px 0 5px}.dg li.folder{padding:0;border-left:4px solid rgba(0,0,0,0)}.dg li.title{cursor:pointer;margin-left:-4px}.dg 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li.save-row select{margin-left:5px;width:108px}.dg li.save-row .button{margin-left:5px;margin-top:1px;border-radius:2px;font-size:9px;line-height:7px;padding:4px 4px 5px 4px;background:#c5bdad;color:#fff;text-shadow:0 1px 0 #b0a58f;box-shadow:0 -1px 0 #b0a58f;cursor:pointer}.dg li.save-row .button.gears{background:#c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;height:7px;width:8px}.dg li.save-row .button:hover{background-color:#bab19e;box-shadow:0 -1px 0 #b0a58f}.dg li.folder{border-bottom:0}.dg li.title{padding-left:16px;background:#000 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;cursor:pointer;border-bottom:1px solid rgba(255,255,255,0.2)}.dg .closed li.title{background-image:url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==)}.dg .cr.boolean{border-left:3px solid #806787}.dg .cr.color{border-left:3px solid}.dg .cr.function{border-left:3px solid #e61d5f}.dg .cr.number{border-left:3px solid #2FA1D6}.dg .cr.number input[type=text]{color:#2FA1D6}.dg .cr.string{border-left:3px solid #1ed36f}.dg .cr.string input[type=text]{color:#1ed36f}.dg .cr.function:hover,.dg .cr.boolean:hover{background:#111}.dg .c input[type=text]{background:#303030;outline:none}.dg .c input[type=text]:hover{background:#3c3c3c}.dg .c input[type=text]:focus{background:#494949;color:#fff}.dg .c .slider{background:#303030;cursor:ew-resize}.dg .c 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t=this,n=e||{};this.domElement=document.createElement('div'),this.__ul=document.createElement('ul'),this.domElement.appendChild(this.__ul),T.addClass(this.domElement,U),this.__folders={},this.__controllers=[],this.__rememberedObjects=[],this.__rememberedObjectIndecesToControllers=[],this.__listening=[],n=l.defaults(n,{closeOnTop:!1,autoPlace:!0,width:GUI.DEFAULT_WIDTH}),n=l.defaults(n,{resizable:n.autoPlace,hideable:n.autoPlace}),l.isUndefined(n.load)?n.load={preset:W}:n.preset&&(n.load.preset=n.preset),l.isUndefined(n.parent)&&n.hideable&&j.push(this),n.resizable=l.isUndefined(n.parent)&&n.resizable,n.autoPlace&&l.isUndefined(n.scrollable)&&(n.scrollable=!0);var r=H&&'true'===localStorage.getItem(getLocalStorageHash(this,'isLocal')),a=void 0,o=void 0;if(Object.defineProperties(this,{parent:{get:function get$$1(){return n.parent}},scrollable:{get:function get$$1(){return n.scrollable}},autoPlace:{get:function get$$1(){return n.autoPlace}},closeOnTop:{get:function get$$1(){return n.closeOnTop}},preset:{get:function get$$1(){return t.parent?t.getRoot().preset:n.load.preset},set:function set$$1(e){t.parent?t.getRoot().preset=e:n.load.preset=e,setPresetSelectIndex(this),t.revert()}},width:{get:function get$$1(){return n.width},set:function set$$1(e){n.width=e,setWidth(t,e)}},name:{get:function get$$1(){return n.name},set:function set$$1(e){n.name=e,o&&(o.innerHTML=n.name)}},closed:{get:function get$$1(){return n.closed},set:function set$$1(e){n.closed=e,n.closed?T.addClass(t.__ul,GUI.CLASS_CLOSED):T.removeClass(t.__ul,GUI.CLASS_CLOSED),this.onResize(),t.__closeButton&&(t.__closeButton.innerHTML=e?GUI.TEXT_OPEN:GUI.TEXT_CLOSED)}},load:{get:function get$$1(){return n.load}},useLocalStorage:{get:function get$$1(){return r},set:function set$$1(e){H&&(r=e,e?T.bind(window,'unload',a):T.unbind(window,'unload',a),localStorage.setItem(getLocalStorageHash(t,'isLocal'),e))}}}),l.isUndefined(n.parent)){if(n.closed=!1,T.addClass(this.domElement,GUI.CLASS_MAIN),T.makeSelectable(this.domElement,!1),H&&r){t.useLocalStorage=!0;var i=localStorage.getItem(getLocalStorageHash(this,'gui'));i&&(n.load=JSON.parse(i))}this.__closeButton=document.createElement('div'),this.__closeButton.innerHTML=GUI.TEXT_CLOSED,T.addClass(this.__closeButton,GUI.CLASS_CLOSE_BUTTON),n.closeOnTop?(T.addClass(this.__closeButton,GUI.CLASS_CLOSE_TOP),this.domElement.insertBefore(this.__closeButton,this.domElement.childNodes[0])):(T.addClass(this.__closeButton,GUI.CLASS_CLOSE_BOTTOM),this.domElement.appendChild(this.__closeButton)),T.bind(this.__closeButton,'click',function(){t.closed=!t.closed})}else{void 0===n.closed&&(n.closed=!0);var s=document.createTextNode(n.name);T.addClass(s,'controller-name'),o=addRow(t,s);var d=function onClickTitle(n){return n.preventDefault(),t.closed=!t.closed,!1};T.addClass(this.__ul,GUI.CLASS_CLOSED),T.addClass(o,'title'),T.bind(o,'click',d),n.closed||(this.closed=!1)}n.autoPlace&&(l.isUndefined(n.parent)&&($&&(z=document.createElement('div'),T.addClass(z,U),T.addClass(z,GUI.CLASS_AUTO_PLACE_CONTAINER),document.body.appendChild(z),$=!1),z.appendChild(this.domElement),T.addClass(this.domElement,GUI.CLASS_AUTO_PLACE)),!this.parent&&setWidth(t,n.width)),this.__resizeHandler=function(){t.onResizeDebounced()},T.bind(window,'resize',this.__resizeHandler),T.bind(this.__ul,'webkitTransitionEnd',this.__resizeHandler),T.bind(this.__ul,'transitionend',this.__resizeHandler),T.bind(this.__ul,'oTransitionEnd',this.__resizeHandler),this.onResize(),n.resizable&&addResizeHandle(this),a=function saveToLocalStorage(){H&&'true'===localStorage.getItem(getLocalStorageHash(t,'isLocal'))&&localStorage.setItem(getLocalStorageHash(t,'gui'),JSON.stringify(t.getSaveObject()))},this.saveToLocalStorageIfPossible=a,n.parent||function resetWidth(){var e=t.getRoot();e.width+=1,l.defer(function(){e.width-=1})}()};Y.toggleHide=function(){X=!X,l.each(j,function(e){e.domElement.style.display=X?'none':''})},Y.CLASS_AUTO_PLACE='a',Y.CLASS_AUTO_PLACE_CONTAINER='ac',Y.CLASS_MAIN='main',Y.CLASS_CONTROLLER_ROW='cr',Y.CLASS_TOO_TALL='taller-than-window',Y.CLASS_CLOSED='closed',Y.CLASS_CLOSE_BUTTON='close-button',Y.CLASS_CLOSE_TOP='close-top',Y.CLASS_CLOSE_BOTTOM='close-bottom',Y.CLASS_DRAG='drag',Y.DEFAULT_WIDTH=245,Y.TEXT_CLOSED='Close Controls',Y.TEXT_OPEN='Open Controls',Y._keydownHandler=function(t){'text'!==document.activeElement.type&&(t.which===G||t.keyCode===G)&&Y.toggleHide()},T.bind(window,'keydown',Y._keydownHandler,!1),l.extend(Y.prototype,{add:function add(e,t){return _add(this,e,t,{factoryArgs:Array.prototype.slice.call(arguments,2)})},addColor:function addColor(e,t){return _add(this,e,t,{color:!0})},remove:function remove(e){this.__ul.removeChild(e.__li),this.__controllers.splice(this.__controllers.indexOf(e),1);var t=this;l.defer(function(){t.onResize()})},destroy:function destroy(){if(this.parent)throw new Error('Only the root GUI should be removed with .destroy(). For subfolders, use gui.removeFolder(folder) instead.');this.autoPlace&&z.removeChild(this.domElement);var e=this;l.each(this.__folders,function(t){e.removeFolder(t)}),T.unbind(window,'keydown',Y._keydownHandler,!1),removeListeners(this)},addFolder:function addFolder(e){if(void 0!==this.__folders[e])throw new Error('You already have a folder in this GUI by the name "'+e+'"');var t={name:e,parent:this};t.autoPlace=this.autoPlace,this.load&&this.load.folders&&this.load.folders[e]&&(t.closed=this.load.folders[e].closed,t.load=this.load.folders[e]);var n=new Y(t);this.__folders[e]=n;var r=addRow(this,n.domElement);return T.addClass(r,'folder'),n},removeFolder:function removeFolder(e){this.__ul.removeChild(e.domElement.parentElement),delete this.__folders[e.name],this.load&&this.load.folders&&this.load.folders[e.name]&&delete this.load.folders[e.name],removeListeners(e);var t=this;l.each(e.__folders,function(t){e.removeFolder(t)}),l.defer(function(){t.onResize()})},open:function open(){this.closed=!1},close:function close(){this.closed=!0},onResize:function onResize(){var e=this.getRoot();if(e.scrollable){var t=T.getOffset(e.__ul).top,n=0;l.each(e.__ul.childNodes,function(t){e.autoPlace&&t===e.__save_row||(n+=T.getHeight(t))}),window.innerHeight-t-kGUI\'s constructor:\n\n \n\n
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\n\n
\n\n'),this.parent)throw new Error('You can only call remember on a top level GUI.');var e=this;l.each(Array.prototype.slice.call(arguments),function(t){0===e.__rememberedObjects.length&&addSaveMenu(e),-1===e.__rememberedObjects.indexOf(t)&&e.__rememberedObjects.push(t)}),this.autoPlace&&setWidth(this,this.width)},getRoot:function getRoot(){for(var e=this;e.parent;)e=e.parent;return e},getSaveObject:function getSaveObject(){var e=this.load;return e.closed=this.closed,0i.children.length;){var a=document.createElement('span');a.style.cssText='width:1px;height:30px;float:left;background-color:#113',i.appendChild(a)}var c=document.createElement('div');c.id='ms',c.style.cssText='padding:0 0 3px 3px;text-align:left;background-color:#020;display:none',_.appendChild(c);var d=document.createElement('div');d.id='msText',d.style.cssText='color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px',d.innerHTML='MS',c.appendChild(d);var A=document.createElement('div');for(A.id='msGraph',A.style.cssText='position:relative;width:74px;height:30px;background-color:#0f0',c.appendChild(A);74>A.children.length;)a=document.createElement('span'),a.style.cssText='width:1px;height:30px;float:left;background-color:#131',A.appendChild(a);var e=function(e){r=e;0===r?(C.style.display='block',c.style.display='none'):1===r?(C.style.display='none',c.style.display='block'):void 0};return{REVISION:12,domElement:_,setMode:e,begin:function(){u=Date.now()},end:function(){var e=Date.now();m=e-u,g=t(g,m),n=s(n,m),d.textContent=m+' MS ('+g+'-'+n+')';var r=t(30,30-30*(m/200));return A.appendChild(A.firstChild).style.height=r+'px',E++,e>l+1E3&&(o=Math.round(1E3*E/(e-l)),h=t(h,o),p=s(p,o),y.textContent=o+' FPS ('+h+'-'+p+')',r=t(30,30-30*(o/100)),i.appendChild(i.firstChild).style.height=r+'px',l=e,E=0),e},update:function(){u=this.end()}}})},function(e,t,n){function OrbitControls(e,t){function getAutoRotationAngle(){return 2*i/60/60*n.autoRotateSpeed}function getZoomScale(){return Math.pow(0.95,n.zoomSpeed)}function rotateLeft(e){h.theta-=e}function rotateUp(e){h.phi-=e}function dollyIn(e){n.object instanceof s.PerspectiveCamera?f/=e:n.object instanceof s.OrthographicCamera?(n.object.zoom=o(n.minZoom,a(n.maxZoom,n.object.zoom*e)),n.object.updateProjectionMatrix(),_=!0):(console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.'),n.enableZoom=!1)}function dollyOut(e){n.object instanceof s.PerspectiveCamera?f*=e:n.object instanceof s.OrthographicCamera?(n.object.zoom=o(n.minZoom,a(n.maxZoom,n.object.zoom/e)),n.object.updateProjectionMatrix(),_=!0):(console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.'),n.enableZoom=!1)}function handleMouseDownRotate(e){C.set(e.clientX,e.clientY)}function handleMouseDownDolly(e){T.set(e.clientX,e.clientY)}function handleMouseDownPan(e){b.set(e.clientX,e.clientY)}function 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t=this.mvx.getGenericState(this.currentVisualStateId);0>t.nextVisualStateId||this.selectVisualState(t.nextVisualStateId)},t.prototype.initMenuComponent=function(){var 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p.stopPropagation(t),p.preventDefault(t),!1},p.stopPropagation=function(t){t.stopPropagation?t.stopPropagation():t.cancelBubble=!0},p.preventDefault=function(t){t.preventDefault?t.preventDefault():t.returnValue=!1},p.getButton=function(t){return'dblclick'==t.type?0:'contextmenu'==t.type||m.isMac&&t.ctrlKey&&!t.altKey&&!t.shiftKey?2:t.preventDefault?t.button:{1:0,2:2,4:1}[t.button]},p.capture=function(t,r,n){function o(t){r&&r(t),n&&n(t),p.removeListener(document,'mousemove',r,!0),p.removeListener(document,'mouseup',o,!0),p.removeListener(document,'dragstart',o,!0)}return p.addListener(document,'mousemove',r,!0),p.addListener(document,'mouseup',o,!0),p.addListener(document,'dragstart',o,!0),o},p.addTouchMoveListener=function(t,r){var n,a;'ontouchmove'in t&&(p.addListener(t,'touchstart',function(r){var e=r.changedTouches[0];n=e.clientX,a=e.clientY}),p.addListener(t,'touchmove',function(o){var e=o.changedTouches[0];o.wheelX=-(e.clientX-n)/1,o.wheelY=-(e.clientY-a)/1,n=e.clientX,a=e.clientY,r(o)}))},p.addMouseWheelListener=function(t,r){'onmousewheel'in t?p.addListener(t,'mousewheel',function(t){void 0===t.wheelDeltaX?(t.wheelX=0,t.wheelY=-t.wheelDelta/8):(t.wheelX=-t.wheelDeltaX/8,t.wheelY=-t.wheelDeltaY/8),r(t)}):'onwheel'in t?p.addListener(t,'wheel',function(t){switch(t.deltaMode){case t.DOM_DELTA_PIXEL:t.wheelX=.35*t.deltaX||0,t.wheelY=.35*t.deltaY||0;break;case t.DOM_DELTA_LINE:case t.DOM_DELTA_PAGE:t.wheelX=5*(t.deltaX||0),t.wheelY=5*(t.deltaY||0);}r(t)}):p.addListener(t,'DOMMouseScroll',function(t){t.axis&&t.axis==t.HORIZONTAL_AXIS?(t.wheelX=5*(t.detail||0),t.wheelY=0):(t.wheelX=0,t.wheelY=5*(t.detail||0)),r(t)})},p.addMultiMouseDownListener=function(t,o,n,i){function h(t){if(0===p.getButton(t)?1>=1)&&(r+=r);return t};var t=/^\s\s*/,r=/\s\s*$/;e.stringTrimLeft=function(n){return n.replace(t,'')},e.stringTrimRight=function(t){return t.replace(r,'')},e.copyObject=function(r){var e={};for(var t in r)e[t]=r[t];return e},e.copyArray=function(r){for(var e=[],t=0,n=r.length;tU.isChrome,d=U.isIE;e.TextInput=function(i,G){function _(n){if(!p){if(p=!0,v)e=0,t=n?0:W.value.length-1;else var e=4,t=5;try{W.setSelectionRange(e,t)}catch(t){}p=!1}}function F(){p||(W.value=n,U.isWebKit&&A.schedule())}function I(){clearTimeout(L),L=setTimeout(function(){H&&(W.style.cssText=H,H=''),null==G.renderer.$keepTextAreaAtCursor&&(G.renderer.$keepTextAreaAtCursor=!0,G.renderer.$moveTextAreaToCursor())},0)}var W=o.createElement('textarea');W.className=U.isIOS?'ace_text-input ace_text-input-ios':'ace_text-input',U.isTouchPad&&W.setAttribute('x-palm-disable-auto-cap',!0),W.setAttribute('wrap','off'),W.setAttribute('autocorrect','off'),W.setAttribute('autocapitalize','off'),W.setAttribute('spellcheck',!1),W.style.opacity='0',i.insertBefore(W,i.firstChild);var n='\n aaaa a\n',u=!1,h=!1,m=!1,p=!1,H='',e=!0;try{var g=document.activeElement===W}catch(t){}P.addListener(W,'blur',function(t){G.onBlur(t),g=!1}),P.addListener(W,'focus',function(t){g=!0,G.onFocus(t),_()}),this.focus=function(){return H?W.focus():void(W.style.position='fixed',W.focus())},this.blur=function(){W.blur()},this.isFocused=function(){return g};var E=r.delayedCall(function(){g&&_(e)}),A=r.delayedCall(function(){p||(W.value=n,g&&_())});U.isWebKit||G.addEventListener('changeSelection',function(){G.selection.isEmpty()!=e&&(e=!e,E.schedule())}),F(),g&&G.onFocus();var v=null;this.setInputHandler=function(t){v=t},this.getInputHandler=function(){return v};var V=!1,S=function(t){4===W.selectionStart&&5===W.selectionEnd||(v&&(t=v(t),v=null),m?(_(),t&&G.onPaste(t),m=!1):t==n.substr(0)&&4===W.selectionStart?V?G.execCommand('del',{source:'ace'}):G.execCommand('backspace',{source:'ace'}):u||(t.substring(0,9)==n&&t.length>n.length?t=t.substr(9):t.substr(0,4)==n.substr(0,4)?t=t.substr(4,t.length-n.length+1):t.charAt(t.length-1)==n.charAt(0)&&(t=t.slice(0,-1)),t==n.charAt(0)||t.charAt(t.length-1)==n.charAt(0)&&(t=t.slice(0,-1)),t&&G.onTextInput(t)),u&&(u=!1),V&&(V=!1))},R=function(){if(!p){var e=W.value;S(e),F()}},T=function(r,a,t){var e=r.clipboardData||window.clipboardData;if(e&&!l){var i=d||t?'Text':'text/plain';try{return a?!1!==e.setData(i,a):e.getData(i)}catch(r){if(!t)return T(r,a,!0)}}},y=function(t,e){var n=G.getCopyText();return n?void(T(t,n)?(U.isIOS&&(h=e,W.value='\n aa'+n+'a a\n',W.setSelectionRange(4,4+n.length),u={value:n}),e?G.onCut():G.onCopy(),U.isIOS||P.preventDefault(t)):(u=!0,W.value=n,W.select(),setTimeout(function(){u=!1,F(),_(),e?G.onCut():G.onCopy()}))):P.preventDefault(t)};P.addCommandKeyListener(W,G.onCommandKey.bind(G)),P.addListener(W,'select',function(){(function(t){return 0===t.selectionStart&&t.selectionEnd===t.value.length})(W)?(G.selectAll(),_()):v&&_(G.selection.isEmpty())}),P.addListener(W,'input',R),P.addListener(W,'cut',function(t){y(t,!0)}),P.addListener(W,'copy',function(t){y(t,!1)}),P.addListener(W,'paste',function(t){var e=T(t);'string'==typeof e?(e&&G.onPaste(e,t),U.isIE&&setTimeout(_),P.preventDefault(t)):(W.value='',m=!0)});var w=function(){if(p&&G.onCompositionUpdate&&!G.$readOnly){var t=W.value.replace(/\x01/g,'');if(p.lastValue!==t&&(G.onCompositionUpdate(t),p.lastValue&&G.undo(),p.canUndo&&(p.lastValue=t),p.lastValue)){var e=G.selection.getRange();G.insert(p.lastValue),G.session.markUndoGroup(),p.range=G.selection.getRange(),G.selection.setRange(e),G.selection.clearSelection()}}},x=function(t){if(G.onCompositionEnd&&!G.$readOnly){var n=p;p=!1;var a=setTimeout(function(){a=null;var t=W.value.replace(/\x01/g,'');p||(t==n.lastValue?F():!n.lastValue&&t&&(F(),S(t)))});v=function(t){return a&&clearTimeout(a),(t=t.replace(/\x01/g,''))==n.lastValue?'':(n.lastValue&&a&&G.undo(),t)},G.onCompositionEnd(),G.removeListener('mousedown',x),'compositionend'==t.type&&n.range&&G.selection.setRange(n.range),(U.isChrome&&53<=U.isChrome||U.isWebKit&&603<=U.isWebKit)&&R()}},D=r.delayedCall(w,50),L;P.addListener(W,'compositionstart',function(){p||!G.onCompositionStart||G.$readOnly||((p={}).canUndo=G.session.$undoManager,G.onCompositionStart(),setTimeout(w,0),G.on('mousedown',x),p.canUndo&&!G.selection.isEmpty()&&(G.insert(''),G.session.markUndoGroup(),G.selection.clearSelection()),G.session.markUndoGroup())}),U.isGecko?P.addListener(W,'text',function(){D.schedule()}):(P.addListener(W,'keyup',function(){D.schedule()}),P.addListener(W,'keydown',function(){D.schedule()})),P.addListener(W,'compositionend',x),this.getElement=function(){return W},this.setReadOnly=function(t){W.readOnly=t},this.onContextMenu=function(n){V=!0,_(G.selection.isEmpty()),G._emit('nativecontextmenu',{target:G,domEvent:n}),this.moveToMouse(n,!0)},this.moveToMouse=function(t,e){H||(H=W.style.cssText),W.style.cssText=(e?'z-index:100000;':'')+'height:'+W.style.height+';'+(U.isIE?'opacity:0.1;':'');var n=G.container.getBoundingClientRect(),r=o.computedStyle(G.container),a=n.top+(parseInt(r.borderTopWidth)||0),i=n.left+(parseInt(n.borderLeftWidth)||0),s=n.bottom-a-W.clientHeight-2,l=function(t){W.style.left=t.clientX-i-2+'px',W.style.top=b(t.clientY-a-2,s)+'px'};l(t),'mousedown'==t.type&&(G.renderer.$keepTextAreaAtCursor&&(G.renderer.$keepTextAreaAtCursor=null),clearTimeout(L),U.isWin&&P.capture(G.container,l,I))},this.onContextMenuClose=I;var B=function(t){G.textInput.onContextMenu(t),I()};if(P.addListener(W,'mouseup',B),P.addListener(W,'mousedown',function(t){t.preventDefault(),I()}),P.addListener(G.renderer.scroller,'contextmenu',B),P.addListener(W,'contextmenu',B),U.isIOS){var M=null,N=!1;i.addEventListener('keydown',function(){M&&clearTimeout(M),N=!0}),i.addEventListener('keyup',function(){M=setTimeout(function(){N=!1},100)});var $=function(){if(document.activeElement===W&&!N){if(h)return setTimeout(function(){h=!1},100);var e=W.selectionStart,t=W.selectionEnd;(W.setSelectionRange(4,5),e==t)?0===e?G.onCommandKey(null,0,s.up):1===e?G.onCommandKey(null,0,s.home):2===e?G.onCommandKey(null,a.option,s.left):4===e?G.onCommandKey(null,0,s.left):5===e?G.onCommandKey(null,0,s.right):7===e?G.onCommandKey(null,a.option,s.right):8===e?G.onCommandKey(null,0,s.end):9===e?G.onCommandKey(null,0,s.down):void 0:(6===t?G.onCommandKey(null,a.shift,s.right):7===t?G.onCommandKey(null,a.shift|a.option,s.right):8===t?G.onCommandKey(null,a.shift,s.end):9===t?G.onCommandKey(null,a.shift,s.down):void 0,0===e?G.onCommandKey(null,a.shift,s.up):1===e?G.onCommandKey(null,a.shift,s.home):2===e?G.onCommandKey(null,a.shift|a.option,s.left):3===e?G.onCommandKey(null,a.shift,s.left):void 0)}};document.addEventListener('selectionchange',$),G.on('destroy',function(){document.removeEventListener('selectionchange',$)})}}}),ace.define('ace/keyboard/textinput',['require','exports','module','ace/lib/event','ace/lib/useragent','ace/lib/dom','ace/lib/lang','ace/keyboard/textinput_ios'],function(n,e){'use strict';var P=n('../lib/event'),O=n('../lib/useragent'),o=n('../lib/dom'),r=n('../lib/lang'),s=18>O.isChrome,d=O.isIE,i=n('./textinput_ios').TextInput;e.TextInput=function(l,U){function A(n){if(!h){if(h=!0,E)e=0,t=n?0:G.value.length-1;else var e=n?2:1,t=2;try{G.setSelectionRange(e,t)}catch(t){}h=!1}}function v(){h||(G.value=n,O.isWebKit&&C.schedule())}function M(){clearTimeout(I),I=setTimeout(function(){k&&(G.style.cssText=k,k=''),null==U.renderer.$keepTextAreaAtCursor&&(U.renderer.$keepTextAreaAtCursor=!0,U.renderer.$moveTextAreaToCursor())},0)}if(O.isIOS)return i.call(this,l,U);var G=o.createElement('textarea');G.className='ace_text-input',G.setAttribute('wrap','off'),G.setAttribute('autocorrect','off'),G.setAttribute('autocapitalize','off'),G.setAttribute('spellcheck',!1),G.style.opacity='0',l.insertBefore(G,l.firstChild);var n='\u2028\u2028',c=!1,u=!1,h=!1,k='',e=!0;try{var p=document.activeElement===G}catch(t){}P.addListener(G,'blur',function(t){U.onBlur(t),p=!1}),P.addListener(G,'focus',function(t){p=!0,U.onFocus(t),A()}),this.focus=function(){if(k)return G.focus();var t=G.style.top;G.style.position='fixed',G.style.top='0px',G.focus(),setTimeout(function(){G.style.position='','0px'==G.style.top&&(G.style.top=t)},0)},this.blur=function(){G.blur()},this.isFocused=function(){return p};var g=r.delayedCall(function(){p&&A(e)}),C=r.delayedCall(function(){h||(G.value=n,p&&A())});O.isWebKit||U.addEventListener('changeSelection',function(){U.selection.isEmpty()!=e&&(e=!e,g.schedule())}),v(),p&&U.onFocus();var E=null;this.setInputHandler=function(t){E=t},this.getInputHandler=function(){return E};var _=!1,F=function(t){E&&(t=E(t),E=null),u?(A(),t&&U.onPaste(t),u=!1):t==n.charAt(0)?_?U.execCommand('del',{source:'ace'}):U.execCommand('backspace',{source:'ace'}):(t.substring(0,2)==n?t=t.substr(2):t.charAt(0)==n.charAt(0)?t=t.substr(1):t.charAt(t.length-1)==n.charAt(0)&&(t=t.slice(0,-1)),t.charAt(t.length-1)==n.charAt(0)&&(t=t.slice(0,-1)),t&&U.onTextInput(t)),_&&(_=!1)},W=function(){if(!h){var e=G.value;F(e),v()}},S=function(r,l,t){var e=r.clipboardData||window.clipboardData;if(e&&!s){var i=d||t?'Text':'text/plain';try{return l?!1!==e.setData(i,l):e.getData(i)}catch(r){if(!t)return S(r,l,!0)}}},R=function(t,e){var n=U.getCopyText();return n?void(S(t,n)?(e?U.onCut():U.onCopy(),P.preventDefault(t)):(c=!0,G.value=n,G.select(),setTimeout(function(){c=!1,v(),A(),e?U.onCut():U.onCopy()}))):P.preventDefault(t)},T=function(t){R(t,!0)},y=function(t){R(t,!1)},w=function(t){var e=S(t);'string'==typeof e?(e&&U.onPaste(e,t),O.isIE&&setTimeout(A),P.preventDefault(t)):(G.value='',u=!0)};P.addCommandKeyListener(G,U.onCommandKey.bind(U)),P.addListener(G,'select',function(){c?c=!1:function(t){return 0===t.selectionStart&&t.selectionEnd===t.value.length}(G)?(U.selectAll(),A()):E&&A(U.selection.isEmpty())}),P.addListener(G,'input',W),P.addListener(G,'cut',T),P.addListener(G,'copy',y),P.addListener(G,'paste',w),'oncut'in G&&'oncopy'in G&&'onpaste'in G||P.addListener(l,'keydown',function(t){if((!O.isMac||t.metaKey)&&t.ctrlKey)switch(t.keyCode){case 67:y(t);break;case 86:w(t);break;case 88:T(t);}});var B=function(){if(h&&U.onCompositionUpdate&&!U.$readOnly){var t=G.value.replace(/\u2028/g,'');if(h.lastValue!==t&&(U.onCompositionUpdate(t),h.lastValue&&U.undo(),h.canUndo&&(h.lastValue=t),h.lastValue)){var e=U.selection.getRange();U.insert(h.lastValue),U.session.markUndoGroup(),h.range=U.selection.getRange(),U.selection.setRange(e),U.selection.clearSelection()}}},D=function(t){if(U.onCompositionEnd&&!U.$readOnly){var n=h;h=!1;var a=setTimeout(function(){a=null;var t=G.value.replace(/\u2028/g,'');h||(t==n.lastValue?v():!n.lastValue&&t&&(v(),F(t)))});E=function(t){return a&&clearTimeout(a),(t=t.replace(/\u2028/g,''))==n.lastValue?'':(n.lastValue&&a&&U.undo(),t)},U.onCompositionEnd(),U.removeListener('mousedown',D),'compositionend'==t.type&&n.range&&U.selection.setRange(n.range),(O.isChrome&&53<=O.isChrome||O.isWebKit&&603<=O.isWebKit)&&W()}},L=r.delayedCall(B,50),I;P.addListener(G,'compositionstart',function(){h||!U.onCompositionStart||U.$readOnly||((h={}).canUndo=U.session.$undoManager,U.onCompositionStart(),setTimeout(B,0),U.on('mousedown',D),h.canUndo&&!U.selection.isEmpty()&&(U.insert(''),U.session.markUndoGroup(),U.selection.clearSelection()),U.session.markUndoGroup())}),O.isGecko?P.addListener(G,'text',function(){L.schedule()}):(P.addListener(G,'keyup',function(){L.schedule()}),P.addListener(G,'keydown',function(){L.schedule()})),P.addListener(G,'compositionend',D),this.getElement=function(){return G},this.setReadOnly=function(t){G.readOnly=t},this.onContextMenu=function(n){_=!0,A(U.selection.isEmpty()),U._emit('nativecontextmenu',{target:U,domEvent:n}),this.moveToMouse(n,!0)},this.moveToMouse=function(t,e){k||(k=G.style.cssText),G.style.cssText=(e?'z-index:100000;':'')+'height:'+G.style.height+';'+(O.isIE?'opacity:0.1;':'');var n=U.container.getBoundingClientRect(),r=o.computedStyle(U.container),a=n.top+(parseInt(r.borderTopWidth)||0),i=n.left+(parseInt(n.borderLeftWidth)||0),s=n.bottom-a-G.clientHeight-2,l=function(t){G.style.left=t.clientX-i-2+'px',G.style.top=b(t.clientY-a-2,s)+'px'};l(t),'mousedown'==t.type&&(U.renderer.$keepTextAreaAtCursor&&(U.renderer.$keepTextAreaAtCursor=null),clearTimeout(I),O.isWin&&P.capture(U.container,l,M))},this.onContextMenuClose=M;var x=function(t){U.textInput.onContextMenu(t),M()};P.addListener(G,'mouseup',x),P.addListener(G,'mousedown',function(t){t.preventDefault(),M()}),P.addListener(U.renderer.scroller,'contextmenu',x),P.addListener(G,'contextmenu',x)}}),ace.define('ace/mouse/default_handlers',['require','exports','module','ace/lib/dom','ace/lib/event','ace/lib/useragent'],function(n,e){'use strict';function o(n){n.$clickSelection=null;var e=n.editor;e.setDefaultHandler('mousedown',this.onMouseDown.bind(n)),e.setDefaultHandler('dblclick',this.onDoubleClick.bind(n)),e.setDefaultHandler('tripleclick',this.onTripleClick.bind(n)),e.setDefaultHandler('quadclick',this.onQuadClick.bind(n)),e.setDefaultHandler('mousewheel',this.onMouseWheel.bind(n)),e.setDefaultHandler('touchmove',this.onTouchMove.bind(n)),['select','startSelect','selectEnd','selectAllEnd','selectByWordsEnd','selectByLinesEnd','dragWait','dragWaitEnd','focusWait'].forEach(function(e){n[e]=this[e]},this),n.selectByLines=this.extendSelectionBy.bind(n,'getLineRange'),n.selectByWords=this.extendSelectionBy.bind(n,'getWordRange')}function r(r,e){if(r.start.row==r.end.row)var t=2*e.column-r.start.column-r.end.column;else if(r.start.row!=r.end.row-1||r.start.column||r.end.column)t=2*e.row-r.start.row-r.end.row;else var t=e.column-4;return 0>t?{cursor:r.start,anchor:r.end}:{cursor:r.end,anchor:r.start}}n('../lib/dom'),n('../lib/event');var t=n('../lib/useragent');(function(){this.onMouseDown=function(a){var e=a.inSelection(),i=a.getDocumentPosition();this.mousedownEvent=a;var n=this.editor,o=a.getButton();if(0!==o){var r=n.getSelectionRange().isEmpty();return n.$blockScrolling++,(r||1==o)&&n.selection.moveToPosition(i),n.$blockScrolling--,void(2==o&&(n.textInput.onContextMenu(a.domEvent),t.isMozilla||a.preventDefault()))}return this.mousedownEvent.time=Date.now(),!e||n.isFocused()||(n.focus(),!this.$focusTimout||this.$clickSelection||n.inMultiSelectMode)?(this.captureMouse(a),this.startSelect(i,1=s)o=this.$clickSelection.end,i.end.row==n.row&&i.end.column==n.column||(n=i.start);else if(1==s&&0<=t)o=this.$clickSelection.start,i.start.row==n.row&&i.start.column==n.column||(n=i.end);else if(-1==t&&1==s)n=i.end,o=i.start;else{var a=r(this.$clickSelection,n);n=a.cursor,o=a.anchor}e.selection.setSelectionAnchor(o.row,o.column)}e.selection.selectToPosition(n),e.$blockScrolling--,e.renderer.scrollCursorIntoView()},this.selectEnd=this.selectAllEnd=this.selectByWordsEnd=this.selectByLinesEnd=function(){this.$clickSelection=null,this.editor.unsetStyle('ace_selecting'),this.editor.renderer.scroller.releaseCapture&&this.editor.renderer.scroller.releaseCapture()},this.focusWait=function(){var s=(r=this.mousedownEvent.x,e=this.mousedownEvent.y,t=this.x,n=this.y,a(p(t-r,2)+p(n-e,2))),o=Date.now(),r,e,t,n;(0this.$focusTimout)&&this.startSelect(this.mousedownEvent.getDocumentPosition())},this.onDoubleClick=function(r){var e=r.getDocumentPosition(),t=this.editor,n=t.session.getBracketRange(e);n?(n.isEmpty()&&(n.start.column--,n.end.column++),this.setState('select')):(n=t.selection.getWordRange(e.row,e.column),this.setState('selectByWords')),this.$clickSelection=n,this.select()},this.onTripleClick=function(r){var e=r.getDocumentPosition(),t=this.editor;this.setState('selectByLines');var n=t.getSelectionRange();n.isMultiLine()&&n.contains(e.row,e.column)?(this.$clickSelection=t.selection.getLineRange(n.start.row),this.$clickSelection.end=t.selection.getLineRange(n.end.row).end):this.$clickSelection=t.selection.getLineRange(e.row),this.select()},this.onQuadClick=function(){var e=this.editor;e.selectAll(),this.$clickSelection=e.getSelectionRange(),this.setState('selectAll')},this.onMouseWheel=function(r){if(!r.getAccelKey()){r.getShiftKey()&&r.wheelY&&!r.wheelX&&(r.wheelX=r.wheelY,r.wheelY=0);var e=r.domEvent.timeStamp,t=e-(this.$lastScrollTime||0),n=this.editor;return n.renderer.isScrollableBy(r.wheelX*r.speed,r.wheelY*r.speed)||200>t?(this.$lastScrollTime=e,n.renderer.scrollBy(r.wheelX*r.speed,r.wheelY*r.speed),r.stop()):void 0}},this.onTouchMove=function(r){var e=r.domEvent.timeStamp,t=e-(this.$lastScrollTime||0),n=this.editor;if(n.renderer.isScrollableBy(r.wheelX*r.speed,r.wheelY*r.speed)||200>t)return this.$lastScrollTime=e,n.renderer.scrollBy(r.wheelX*r.speed,r.wheelY*r.speed),r.stop()}}).call(o.prototype),e.DefaultHandlers=o}),ace.define('ace/tooltip',['require','exports','module','ace/lib/oop','ace/lib/dom'],function(n,e){'use strict';function o(t){this.isOpen=!1,this.$element=null,this.$parentNode=t}n('./lib/oop');var t=n('./lib/dom');(function(){this.$init=function(){return this.$element=t.createElement('div'),this.$element.className='ace_tooltip',this.$element.style.display='none',this.$parentNode.appendChild(this.$element),this.$element},this.getElement=function(){return this.$element||this.$init()},this.setText=function(n){t.setInnerText(this.getElement(),n)},this.setHtml=function(t){this.getElement().innerHTML=t},this.setPosition=function(n,e){this.getElement().style.left=n+'px',this.getElement().style.top=e+'px'},this.setClassName=function(n){t.addCssClass(this.getElement(),n)},this.show=function(r,e,t){null!=r&&this.setText(r),null!=e&&null!=t&&this.setPosition(e,t),this.isOpen||(this.getElement().style.display='block',this.isOpen=!0)},this.hide=function(){this.isOpen&&(this.getElement().style.display='none',this.isOpen=!1)},this.getHeight=function(){return this.getElement().offsetHeight},this.getWidth=function(){return this.getElement().offsetWidth},this.destroy=function(){this.isOpen=!1,this.$element&&this.$element.parentNode&&this.$element.parentNode.removeChild(this.$element)}}).call(o.prototype),e.Tooltip=o}),ace.define('ace/mouse/default_gutter_handler',['require','exports','module','ace/lib/dom','ace/lib/oop','ace/lib/event','ace/tooltip'],function(n,e){'use strict';function a(t){l.call(this,t)}var d=n('../lib/dom'),t=n('../lib/oop'),i=n('../lib/event'),l=n('../tooltip').Tooltip;t.inherits(a,l),function(){this.setPosition=function(a,e){var t=window.innerWidth||document.documentElement.clientWidth,n=window.innerHeight||document.documentElement.clientHeight,i=this.getWidth(),o=this.getHeight();e+=15,(a+=15)+i>t&&(a-=a+i-t),e+o>n&&(e-=20+o),l.prototype.setPosition.call(this,a,e)}}.call(a.prototype),e.GutterHandler=function(p){function u(){c&&(c=clearTimeout(c)),n&&(l.hide(),n=null,e._signal('hideGutterTooltip',l),e.removeEventListener('mousewheel',u))}function h(t){l.setPosition(t.x,t.y)}var e=p.editor,s=e.renderer.$gutterLayer,l=new a(e.container),c,g,n;p.editor.setDefaultHandler('guttermousedown',function(r){if(e.isFocused()&&0==r.getButton()&&'foldWidgets'!=s.getRegion(r)){var t=r.getDocumentPosition().row,n=e.session.selection;if(r.getShiftKey())n.selectTo(t,0);else{if(2==r.domEvent.detail)return e.selectAll(),r.preventDefault();p.$clickSelection=e.selection.getLineRange(t)}return p.setState('selectByLines'),p.captureMouse(r),r.preventDefault()}}),p.editor.setDefaultHandler('guttermousemove',function(t){var r=t.domEvent.target||t.domEvent.srcElement;return d.hasCssClass(r,'ace_fold-widget')?u():void(n&&p.$tooltipFollowsMouse&&h(t),g=t,c||(c=setTimeout(function(){c=null,g&&!p.isMousePressed?function(){var o=g.getDocumentPosition().row,t=s.$annotations[o];if(!t)return u();if(o==e.session.getLength()){var c=e.renderer.pixelToScreenCoordinates(0,g.y).row,r=g.$pos;if(c>e.session.documentToScreenRow(r.row,r.column))return u()}if(n!=t)if(n=t.text.join('
                      '),l.setHtml(n),l.show(),e._signal('showGutterTooltip',l),e.on('mousewheel',u),p.$tooltipFollowsMouse)h(g);else{var a=g.domEvent.target.getBoundingClientRect(),d=l.getElement().style;d.left=a.right+'px',d.top=a.bottom+'px'}}():u()},50)))}),i.addListener(e.renderer.$gutter,'mouseout',function(){g=null,n&&!c&&(c=setTimeout(function(){c=null,u()},50))}),e.on('changeSession',u)}}),ace.define('ace/mouse/mouse_event',['require','exports','module','ace/lib/event','ace/lib/useragent'],function(n,e){'use strict';var t=n('../lib/event'),a=n('../lib/useragent'),o=e.MouseEvent=function(n,e){this.domEvent=n,this.editor=e,this.x=this.clientX=n.clientX,this.y=this.clientY=n.clientY,this.$pos=null,this.$inSelection=null,this.propagationStopped=!1,this.defaultPrevented=!1};(function(){this.stopPropagation=function(){t.stopPropagation(this.domEvent),this.propagationStopped=!0},this.preventDefault=function(){t.preventDefault(this.domEvent),this.defaultPrevented=!0},this.stop=function(){this.stopPropagation(),this.preventDefault()},this.getDocumentPosition=function(){return this.$pos?this.$pos:(this.$pos=this.editor.renderer.screenToTextCoordinates(this.clientX,this.clientY),this.$pos)},this.inSelection=function(){if(null!==this.$inSelection)return this.$inSelection;var n=this.editor.getSelectionRange();if(n.isEmpty())this.$inSelection=!1;else{var e=this.getDocumentPosition();this.$inSelection=n.contains(e.row,e.column)}return this.$inSelection},this.getButton=function(){return t.getButton(this.domEvent)},this.getShiftKey=function(){return this.domEvent.shiftKey},this.getAccelKey=a.isMac?function(){return this.domEvent.metaKey}:function(){return this.domEvent.ctrlKey}}).call(o.prototype)}),ace.define('ace/mouse/dragdrop_handler',['require','exports','module','ace/lib/dom','ace/lib/event','ace/lib/useragent'],function(n,e){'use strict';function c(r){function b(){var t=p;(function(t,e){var a=Date.now(),i=!e||t.row!=e.row,o=!e||t.column!=e.column;!E||i||o?(D.$blockScrolling+=1,D.moveCursorToPosition(t),D.$blockScrolling-=1,E=a,O={x:F,y:I}):u(O.x,O.y,F,I)>m?E=null:a-E>=s&&(D.renderer.scrollCursorIntoView(),E=null)})(p=D.renderer.screenToTextCoordinates(F,I),t),function(t,e){var s=Date.now(),i=D.renderer.layerConfig.lineHeight,o=D.renderer.layerConfig.characterWidth,r=D.renderer.scroller.getBoundingClientRect(),a={x:{left:F-r.left,right:r.right-F},y:{top:I-r.top,bottom:r.bottom-I}},l=b(a.x.left,a.x.right),d=b(a.y.top,a.y.bottom),c={row:t.row,column:t.column};2>=l/o&&(c.column+=a.x.left=d/i&&(c.row+=a.y.top=_&&D.renderer.scrollCursorIntoView(c):P=s:P=null}(p,t)}function S(){l=D.selection.toOrientedRange(),o=D.session.addMarker(l,'ace_selection',D.getSelectionStyle()),D.clearSelection(),D.isFocused()&&D.renderer.$cursorLayer.setBlinking(!1),clearInterval(e),b(),e=setInterval(b,20),n=0,M.addListener(document,'mousemove',y)}function R(){clearInterval(e),D.session.removeMarker(o),o=null,D.$blockScrolling+=1,D.selection.fromOrientedRange(l),D.$blockScrolling-=1,D.isFocused()&&!g&&D.renderer.$cursorLayer.setBlinking(!D.getReadOnly()),l=null,p=null,n=0,P=null,E=null,M.removeListener(document,'mousemove',y)}function y(){null==i&&(i=setTimeout(function(){null!=i&&o&&R()},20))}function w(n){var e=n.types;return!e||Array.prototype.some.call(e,function(t){return'text/plain'==t||'Text'==t})}function B(r){var e=['copy','copymove','all','uninitialized'],t=L.isMac?r.altKey:r.ctrlKey,n='uninitialized';try{n=r.dataTransfer.effectAllowed.toLowerCase()}catch(t){}var a='none';return t&&0<=e.indexOf(n)?a='copy':0<=['move','copymove','linkmove','all','uninitialized'].indexOf(n)?a='move':0<=e.indexOf(n)&&(a='copy'),a}var D=r.editor,t=x.createElement('img');t.src='data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==',L.isOpera&&(t.style.cssText='width:1px;height:1px;position:fixed;top:0;left:0;z-index:2147483647;opacity:0;'),['dragWait','dragWaitEnd','startDrag','dragReadyEnd','onMouseDrag'].forEach(function(e){r[e]=this[e]},this),D.addEventListener('mousedown',this.onMouseDown.bind(r));var a=D.container,n=0,o,F,I,e,l,p,N,g,P,E,O;this.onDragStart=function(n){if(this.cancelDrag||!a.draggable){var e=this;return setTimeout(function(){e.startSelect(),e.captureMouse(n)},0),n.preventDefault()}l=D.getSelectionRange();var r=n.dataTransfer;r.effectAllowed=D.getReadOnly()?'copy':'copyMove',L.isOpera&&(D.container.appendChild(t),t.scrollTop=0),r.setDragImage&&r.setDragImage(t,0,0),L.isOpera&&D.container.removeChild(t),r.clearData(),r.setData('Text',D.session.getTextRange()),g=!0,this.setState('drag')},this.onDragEnd=function(t){if(a.draggable=!1,g=!1,this.setState(null),!D.getReadOnly()){var e=t.dataTransfer.dropEffect;N||'move'!=e||D.session.remove(D.getSelectionRange()),D.renderer.$cursorLayer.setBlinking(!0)}this.editor.unsetStyle('ace_dragging'),this.editor.renderer.setCursorStyle('')},this.onDragEnter=function(t){if(!D.getReadOnly()&&w(t.dataTransfer))return F=t.clientX,I=t.clientY,o||S(),n++,t.dataTransfer.dropEffect=N=B(t),M.preventDefault(t)},this.onDragOver=function(t){if(!D.getReadOnly()&&w(t.dataTransfer))return F=t.clientX,I=t.clientY,o||(S(),n++),null!==i&&(i=null),t.dataTransfer.dropEffect=N=B(t),M.preventDefault(t)},this.onDragLeave=function(t){if(0>=--n&&o)return R(),N=null,M.preventDefault(t)},this.onDrop=function(t){if(p){var e=t.dataTransfer;if(g)'move'===N?l=l.contains(p.row,p.column)?{start:p,end:p}:D.moveText(l,p):'copy'===N?l=D.moveText(l,p,!0):void 0;else{var n=e.getData('Text');l={start:p,end:D.session.insert(p,n)},D.focus(),N=null}return R(),M.preventDefault(t)}},M.addListener(a,'dragstart',this.onDragStart.bind(r)),M.addListener(a,'dragend',this.onDragEnd.bind(r)),M.addListener(a,'dragenter',this.onDragEnter.bind(r)),M.addListener(a,'dragover',this.onDragOver.bind(r)),M.addListener(a,'dragleave',this.onDragLeave.bind(r)),M.addListener(a,'drop',this.onDrop.bind(r));var i=null}function u(r,e,t,n){return a(p(t-r,2)+p(n-e,2))}var x=n('../lib/dom'),M=n('../lib/event'),L=n('../lib/useragent'),_=200,s=200,m=5;(function(){this.dragWait=function(){Date.now()-this.mousedownEvent.time>this.editor.getDragDelay()&&this.startDrag()},this.dragWaitEnd=function(){this.editor.container.draggable=!1,this.startSelect(this.mousedownEvent.getDocumentPosition()),this.selectEnd()},this.dragReadyEnd=function(){this.editor.renderer.$cursorLayer.setBlinking(!this.editor.getReadOnly()),this.editor.unsetStyle('ace_dragging'),this.editor.renderer.setCursorStyle(''),this.dragWaitEnd()},this.startDrag=function(){this.cancelDrag=!1;var n=this.editor;n.container.draggable=!0,n.renderer.$cursorLayer.setBlinking(!1),n.setStyle('ace_dragging');var e=L.isWin?'default':'move';n.renderer.setCursorStyle(e),this.setState('dragReady')},this.onMouseDrag=function(){var e=this.editor.container;L.isIE&&'dragReady'==this.state&&3 ['+this.end.row+'/'+this.end.column+']'},this.contains=function(n,e){return 0==this.compare(n,e)},this.compareRange=function(r){var e=r.end,n=r.start,a;return 1==(a=this.compare(e.row,e.column))?1==(a=this.compare(n.row,n.column))?2:0==a?1:0:-1==a?-2:-1==(a=this.compare(n.row,n.column))?-1:1==a?42:0},this.comparePoint=function(t){return this.compare(t.row,t.column)},this.containsRange=function(t){return 0==this.comparePoint(t.start)&&0==this.comparePoint(t.end)},this.intersects=function(n){var e=this.compareRange(n);return-1==e||0==e||1==e},this.isEnd=function(n,e){return this.end.row==n&&this.end.column==e},this.isStart=function(n,e){return this.start.row==n&&this.start.column==e},this.setStart=function(n,r){'object'==typeof n?(this.start.column=n.column,this.start.row=n.row):(this.start.row=n,this.start.column=r)},this.setEnd=function(n,r){'object'==typeof n?(this.end.column=n.column,this.end.row=n.row):(this.end.row=n,this.end.column=r)},this.inside=function(n,e){return 0==this.compare(n,e)&&!this.isEnd(n,e)&&!this.isStart(n,e)},this.insideStart=function(n,e){return 0==this.compare(n,e)&&!this.isEnd(n,e)},this.insideEnd=function(n,e){return 0==this.compare(n,e)&&!this.isStart(n,e)},this.compare=function(n,e){return this.isMultiLine()||n!==this.start.row?nthis.end.row?1:this.start.row===n?e>=this.start.column?0:-1:this.end.row===n?e<=this.end.column?0:1:0:ethis.end.column?1:0},this.compareStart=function(n,e){return this.start.row==n&&this.start.column==e?-1:this.compare(n,e)},this.compareEnd=function(n,e){return this.end.row==n&&this.end.column==e?1:this.compare(n,e)},this.compareInside=function(n,e){return this.end.row==n&&this.end.column==e?1:this.start.row==n&&this.start.column==e?-1:this.compare(n,e)},this.clipRows=function(r,i){if(this.end.row>i)var t={row:i+1,column:0};else this.end.rowi)var n={row:i+1,column:0};else this.start.rowe.row||n.row==e.row&&n.column>e.column},this.getRange=function(){var n=this.anchor,e=this.lead;return this.isEmpty()?r.fromPoints(e,e):this.isBackwards()?r.fromPoints(e,n):r.fromPoints(n,e)},this.clearSelection=function(){this.$isEmpty||(this.$isEmpty=!0,this._emit('changeSelection'))},this.selectAll=function(){var t=this.doc.getLength()-1;this.setSelectionAnchor(0,0),this.moveCursorTo(t,this.doc.getLine(t).length)},this.setRange=this.setSelectionRange=function(n,e){e?(this.setSelectionAnchor(n.end.row,n.end.column),this.selectTo(n.start.row,n.start.column)):(this.setSelectionAnchor(n.start.row,n.start.column),this.selectTo(n.end.row,n.end.column)),this.getRange().isEmpty()&&(this.$isEmpty=!0),this.$desiredColumn=null},this.$moveSelection=function(n){var e=this.lead;this.$isEmpty&&this.setSelectionAnchor(e.row,e.column),n.call(this)},this.selectTo=function(n,e){this.$moveSelection(function(){this.moveCursorTo(n,e)})},this.selectToPosition=function(t){this.$moveSelection(function(){this.moveCursorToPosition(t)})},this.moveTo=function(n,e){this.clearSelection(),this.moveCursorTo(n,e)},this.moveToPosition=function(t){this.clearSelection(),this.moveCursorToPosition(t)},this.selectUp=function(){this.$moveSelection(this.moveCursorUp)},this.selectDown=function(){this.$moveSelection(this.moveCursorDown)},this.selectRight=function(){this.$moveSelection(this.moveCursorRight)},this.selectLeft=function(){this.$moveSelection(this.moveCursorLeft)},this.selectLineStart=function(){this.$moveSelection(this.moveCursorLineStart)},this.selectLineEnd=function(){this.$moveSelection(this.moveCursorLineEnd)},this.selectFileEnd=function(){this.$moveSelection(this.moveCursorFileEnd)},this.selectFileStart=function(){this.$moveSelection(this.moveCursorFileStart)},this.selectWordRight=function(){this.$moveSelection(this.moveCursorWordRight)},this.selectWordLeft=function(){this.$moveSelection(this.moveCursorWordLeft)},this.getWordRange=function(r,e){if(void 0===e){var t=r||this.lead;r=t.row,e=t.column}return this.session.getWordRange(r,e)},this.selectWord=function(){this.setSelectionRange(this.getWordRange())},this.selectAWord=function(){var n=this.getCursor(),e=this.session.getAWordRange(n.row,n.column);this.setSelectionRange(e)},this.getLineRange=function(a,s){var t='number'==typeof a?a:this.lead.row,i=this.session.getFoldLine(t),o;return i?(t=i.start.row,o=i.end.row):o=t,!0===s?new r(t,0,o,this.session.getLine(o).length):new r(t,0,o+1,0)},this.selectLine=function(){this.setSelectionRange(this.getLineRange())},this.moveCursorUp=function(){this.moveCursorBy(-1,0)},this.moveCursorDown=function(){this.moveCursorBy(1,0)},this.wouldMoveIntoSoftTab=function(r,e,t){var n=r.column,a=r.column+e;return 0>t&&(n=r.column-e,a=r.column),this.session.isTabStop(r)&&this.doc.getLine(r.row).slice(n,a).split(' ').length-1==e},this.moveCursorLeft=function(){var r=this.lead.getPosition(),t;if(t=this.session.getFoldAt(r.row,r.column,-1))this.moveCursorTo(t.start.row,t.start.column);else if(0===r.column)0=t.length)return this.moveCursorTo(r,t.length),this.moveCursorRight(),void(r=t)return this.moveCursorTo(a,0),this.moveCursorLeft(),void(0e)for(a.lastIndex=0;(o=r[e])&&!a.test(o);)if(a.lastIndex=0,e++,n.test(o)){if(2b){var g=o.substring(b,v-p.length);h.type==l?h.value+=g:(h.type&&a.push(h),h={type:l,value:g})}for(var T=0;T_){for(u>2*o.length&&this.reportError('infinite loop with in ace tokenizer',{startState:y,line:o});bthis.$tokenIndex;){if(this.$row-=1,0>this.$row)return this.$row=0,null;this.$rowTokens=this.$session.getTokens(this.$row),this.$tokenIndex=this.$rowTokens.length-1}return this.$rowTokens[this.$tokenIndex]},this.stepForward=function(){var t;for(this.$tokenIndex+=1;this.$tokenIndex>=this.$rowTokens.length;){if(this.$row+=1,t||(t=this.$session.getLength()),this.$row>=t)return this.$row=t-1,null;this.$rowTokens=this.$session.getTokens(this.$row),this.$tokenIndex=0}return this.$rowTokens[this.$tokenIndex]},this.getCurrentToken=function(){return this.$rowTokens[this.$tokenIndex]},this.getCurrentTokenRow=function(){return this.$row},this.getCurrentTokenColumn=function(){var r=this.$rowTokens,e=this.$tokenIndex,t=r[e].start;if(void 0!==t)return t;for(t=0;0a.length&&(C=a.length):(tthis.row)){var t=function(d,t,n){var c='insert'==d.action,o=(c?1:-1)*(d.end.row-d.start.row),r=(c?1:-1)*(d.end.column-d.start.column),s=d.start,a=c?s:d.end;return e(t,s,n)?{row:t.row,column:t.column}:e(a,t,!n)?{row:t.row+o,column:t.column+(t.row==a.row?r:0)}:{row:s.row,column:s.column}}(r,{row:this.row,column:this.column},this.$insertRight);this.setPosition(t.row,t.column,!0)}},this.setPosition=function(r,a,s){var n;if(n=s?{row:r,column:a}:this.$clipPositionToDocument(r,a),this.row!=n.row||this.column!=n.column){var l={row:this.row,column:this.column};this.row=n.row,this.column=n.column,this._signal('change',{old:l,value:n})}},this.detach=function(){this.document.removeEventListener('change',this.$onChange)},this.attach=function(t){this.document=t||this.document,this.document.on('change',this.$onChange)},this.$clipPositionToDocument=function(r,e){var t={};return r>=this.document.getLength()?(t.row=S(0,this.document.getLength()-1),t.column=this.document.getLine(t.row).length):0>r?(t.row=0,t.column=0):(t.row=r,t.column=b(this.document.getLine(t.row).length,S(0,e))),0>e&&(t.column=0),t}}).call(o.prototype)}),ace.define('ace/document',['require','exports','module','ace/lib/oop','ace/apply_delta','ace/lib/event_emitter','ace/range','ace/anchor'],function(n,e){'use strict';var t=n('./lib/oop'),i=n('./apply_delta').applyDelta,o=n('./lib/event_emitter').EventEmitter,d=n('./range').Range,r=n('./anchor').Anchor,a=function(t){this.$lines=[''],0===t.length?this.$lines=['']:Array.isArray(t)?this.insertMergedLines({row:0,column:0},t):this.insert({row:0,column:0},t)};(function(){t.implement(this,o),this.setValue=function(n){var e=this.getLength()-1;this.remove(new d(0,0,e,this.getLine(e).length)),this.insert({row:0,column:0},n)},this.getValue=function(){return this.getAllLines().join(this.getNewLineCharacter())},this.createAnchor=function(n,e){return new r(this,n,e)},this.$split=0==='aaa'.split(/a/).length?function(t){return t.replace(/\r\n|\r/g,'\n').split('\n')}:function(t){return t.split(/\r\n|\r|\n/)},this.$detectNewLine=function(n){var e=n.match(/^.*?(\r\n|\r|\n)/m);this.$autoNewLine=e?e[1]:'\n',this._signal('changeNewLineMode')},this.getNewLineCharacter=function(){switch(this.$newLineMode){case'windows':return'\r\n';case'unix':return'\n';default:return this.$autoNewLine||'\n';}},this.$autoNewLine='',this.$newLineMode='auto',this.setNewLineMode=function(t){this.$newLineMode!==t&&(this.$newLineMode=t,this._signal('changeNewLineMode'))},this.getNewLineMode=function(){return this.$newLineMode},this.isNewLine=function(t){return'\r\n'==t||'\r'==t||'\n'==t},this.getLine=function(t){return this.$lines[t]||''},this.getLines=function(n,e){return this.$lines.slice(n,e+1)},this.getAllLines=function(){return this.getLines(0,this.getLength())},this.getLength=function(){return this.$lines.length},this.getTextRange=function(t){return this.getLinesForRange(t).join(this.getNewLineCharacter())},this.getLinesForRange=function(r){var e;if(r.start.row===r.end.row)e=[this.getLine(r.start.row).substring(r.start.column,r.end.column)];else{(e=this.getLines(r.start.row,r.end.row))[0]=(e[0]||'').substring(r.start.column);var t=e.length-1;r.end.row-r.start.row==t&&(e[t]=e[t].substring(0,r.end.column))}return e},this.insertLines=function(n,e){return console.warn('Use of document.insertLines is deprecated. Use the insertFullLines method instead.'),this.insertFullLines(n,e)},this.removeLines=function(n,e){return console.warn('Use of document.removeLines is deprecated. Use the removeFullLines method instead.'),this.removeFullLines(n,e)},this.insertNewLine=function(t){return console.warn('Use of document.insertNewLine is deprecated. Use insertMergedLines(position, [\'\', \'\']) instead.'),this.insertMergedLines(t,['',''])},this.insert=function(n,e){return 1>=this.getLength()&&this.$detectNewLine(e),this.insertMergedLines(n,this.$split(e))},this.insertInLine=function(r,e){var t=this.clippedPos(r.row,r.column),a=this.pos(r.row,r.column+e.length);return this.applyDelta({start:t,end:a,action:'insert',lines:[e]},!0),this.clonePos(a)},this.clippedPos=function(r,a){var t=this.getLength();void 0===r?r=t:0>r?r=0:r>=t&&(r=t-1,a=void 0);var n=this.getLine(r);return void 0==a&&(a=n.length),{row:r,column:a=b(S(a,0),n.length)}},this.clonePos=function(t){return{row:t.row,column:t.column}},this.pos=function(n,r){return{row:n,column:r}},this.$clipPosition=function(n){var e=this.getLength();return n.row>=e?(n.row=S(0,e-1),n.column=this.getLine(e-1).length):(n.row=S(0,n.row),n.column=b(S(n.column,0),this.getLine(n.row).length)),n},this.insertFullLines=function(r,a){var t=0;(r=b(S(r,0),this.getLength()))=r.lines.length&&!r.lines[0]:!d.comparePoints(r.start,r.end))||(t&&2e4n){d.lines=a,d.start.row=i+r,d.start.column=o;break}a.push(''),this.applyDelta({start:this.pos(i+r,o),end:this.pos(i+s,o=0),action:d.action,lines:a},!0)}},this.revertDelta=function(t){this.applyDelta({start:this.clonePos(t.start),end:this.clonePos(t.end),action:'insert'==t.action?'remove':'insert',lines:t.lines.slice()})},this.indexToPosition=function(a,e){for(var t=this.$lines||this.getAllLines(),n=this.getNewLineCharacter().length,i=e||0,s=t.length;i(a-=t[i].length+n))return{row:i,column:a+t[i].length+n};return{row:s-1,column:t[s-1].length}},this.positionToIndex=function(a,e){for(var t=this.$lines||this.getAllLines(),n=this.getNewLineCharacter().length,i=0,o=b(a.row,t.length),r=e||0;rr+1&&(this.currentLine=r+1)),this.lines[r]=n.tokens}}).call(o.prototype),e.BackgroundTokenizer=o}),ace.define('ace/search_highlight',['require','exports','module','ace/lib/lang','ace/lib/oop','ace/range'],function(n,e){'use strict';var a=n('./lib/lang'),t=(n('./lib/oop'),n('./range').Range),o=function(r,e,t){this.setRegexp(r),this.clazz=e,this.type=t||'text'};(function(){this.MAX_RANGES=500,this.setRegexp=function(t){this.regExp+''!=t+''&&(this.regExp=t,this.cache=[])},this.update=function(o,e,i,n){if(this.regExp)for(var r=n.firstRow,s=n.lastRow,d=r,l;d<=s;d++){l=this.cache[d],null==l&&((l=a.getMatchOffsets(i.getLine(d),this.regExp)).length>this.MAX_RANGES&&(l=l.slice(0,this.MAX_RANGES)),l=l.map(function(n){return new t(d,n.offset,d,n.offset+n.length)}),this.cache[d]=l.length?l:'');for(var c=l.length;c--;)e.drawSingleLineMarker(o,l[c].toScreenRange(i),this.clazz,n)}}}).call(o.prototype),e.SearchHighlight=o}),ace.define('ace/edit_session/fold_line',['require','exports','module','ace/range'],function(n,e){'use strict';function o(a,e){this.foldData=a,Array.isArray(e)?this.folds=e:e=this.folds=[e];var t=e[e.length-1];this.range=new r(e[0].start.row,e[0].start.column,t.end.row,t.end.column),this.start=this.range.start,this.end=this.range.end,this.folds.forEach(function(t){t.setFoldLine(this)},this)}var r=n('../range').Range;(function(){this.shiftRow=function(n){this.start.row+=n,this.end.row+=n,this.folds.forEach(function(e){e.start.row+=n,e.end.row+=n})},this.addFold=function(t){if(t.sameRow){if(t.start.rowthis.endRow)throw new Error('Can\'t add a fold to this FoldLine as it has no connection');this.folds.push(t),this.folds.sort(function(n,e){return-n.range.compareEnd(e.start.row,e.start.column)}),0this.range.compareStart(t.end.row,t.end.column)&&(this.start.row=t.start.row,this.start.column=t.start.column)}else if(t.start.row==this.end.row)this.folds.push(t),this.end.row=t.end.row,this.end.column=t.end.column;else{if(t.end.row!=this.start.row)throw new Error('Trying to add fold to FoldRow that doesn\'t have a matching row');this.folds.unshift(t),this.start.row=t.start.row,this.start.column=t.start.column}t.foldLine=this},this.containsRow=function(t){return t>=this.start.row&&t<=this.end.row},this.walk=function(d,e,t){var n=0,r=this.folds,s=!0,a,i;null==e&&(e=this.end.row,t=this.end.column);for(var o=0;o(r-=n.start.column-e))return{row:n.start.row,column:n.start.column+r};if(0>(r-=n.placeholder.length))return n.start;e=n.end.column}return{row:this.end.row,column:this.end.column+r}}}).call(o.prototype),e.FoldLine=o}),ace.define('ace/range_list',['require','exports','module','ace/range'],function(n,e){'use strict';var d=n('./range').Range.comparePoints,t=function(){this.ranges=[]};(function(){this.comparePoints=d,this.pointIndex=function(i,e,c){for(var n=this.ranges,o=c||0;ot&&(t=-t-1);var a=this.pointIndex(r.end,e,t);return 0>a?a=-a-1:a++,this.ranges.splice(t,a-t,r)},this.addList=function(r){for(var e=[],t=r.length;t--;)e.push.apply(e,this.add(r[t]));return e},this.substractPoint=function(n){var e=this.pointIndex(n);if(0<=e)return this.ranges.splice(e,1)},this.merge=function(){for(var a=[],t=this.ranges,n=(t=t.sort(function(n,e){return d(n.start,e.start)}))[0],o=1,r;oe||(0!=e||r.isEmpty()||n.isEmpty())&&(0>d(r.end,n.end)&&(r.end.row=n.end.row,r.end.column=n.end.column),t.splice(o,1),a.push(n),n=r,o--)}return this.ranges=t,a},this.contains=function(n,r){return 0<=this.pointIndex({row:n,column:r})},this.containsPoint=function(t){return 0<=this.pointIndex(t)},this.rangeAtPoint=function(n){var e=this.pointIndex(n);if(0<=e)return this.ranges[e]},this.clipRows=function(a,l){var d=this.ranges;if(d[0].start.row>l||d[d.length-1].start.rown&&(n=-n-1);var c=this.pointIndex({row:l,column:0},n);0>c&&(c=-c-1);for(var p=[],r=n;rn)break;if(l.start.row==n&&l.start.column>=e.column&&(l.start.column==e.column&&this.$insertRight||(l.start.column+=o,l.start.row+=i)),l.end.row==n&&l.end.column>=e.column){if(l.end.column==e.column&&this.$insertRight)continue;l.end.column==e.column&&0l.start.column&&l.end.column==r[s+1].start.column&&(l.end.column-=o),l.end.column+=o,l.end.row+=i}}if(0!=i&&s=r)return a;if(a.end.row>r)return null}return null},this.getNextFoldLine=function(r,e){var t=this.$foldData,n=0;for(e&&(n=t.indexOf(e)),-1==n&&(n=0);n=r)return a}return null},this.getFoldedRowCount=function(l,e){for(var t=this.$foldData,n=e-l+1,i=0;i=e){s=l?n-=e-s:n=0);break}r>=l&&(n-=s>=l?r-s:r-l+1)}return n},this.$addFoldLine=function(t){return this.$foldData.push(t),this.$foldData.sort(function(n,e){return n.start.row-e.start.row}),t},this.addFold=function(r,e){var t=this.$foldData,i=!1,s;r instanceof o?s=r:(s=new o(e,r)).collapseChildren=e.collapseChildren,this.$clipRangeToDocument(s.range);var _=s.start.row,a=s.start.column,l=s.end.row,c=s.end.column;if(!(_(r=this.getTextRange(e)).length)return;r=r.trim().substring(0,2)+'..'}this.addFold(r,e)}},this.getCommentFoldRange=function(s,e,t){var n=new i(this,s,e),o=n.getCurrentToken(),r=o.type;if(o&&/^comment|string/.test(r)){'comment'==(r=r.match(/comment|string/)[0])&&(r+='|doc-start');var a=new RegExp(r),l=new d;if(1!=t){do o=n.stepBackward();while(o&&a.test(o.type));n.stepForward()}if(l.start.row=n.getCurrentTokenRow(),l.start.column=n.getCurrentTokenColumn()+2,n=new i(this,s,e),-1!=t){var c=-1;do if(o=n.stepForward(),-1==c){var p=this.getState(n.$row);a.test(p)||(c=n.$row)}else if(n.$row>c)break;while(o&&a.test(o.type));o=n.stepBackward()}else o=n.getCurrentToken();return l.end.row=n.getCurrentTokenRow(),l.end.column=n.getCurrentTokenColumn()+o.value.length-2,l}},this.foldAll=function(a,e,t){void 0==t&&(t=1e5);var n=this.foldWidgets;if(n){e=e||this.getLength();for(var i=a=a||0;i=a){i=o.end.row;try{var r=this.addFold('...',o);r&&(r.collapseChildren=t)}catch(t){}}}}},this.$foldStyles={manual:1,markbegin:1,markbeginend:1},this.$foldStyle='markbegin',this.setFoldStyle=function(n){if(!this.$foldStyles[n])throw new Error('invalid fold style: '+n+'['+Object.keys(this.$foldStyles).join(', ')+']');if(this.$foldStyle!=n){this.$foldStyle=n,'manual'==n&&this.unfold();var e=this.$foldMode;this.$setFolding(null),this.$setFolding(e)}},this.$setFolding=function(t){this.$foldMode!=t&&(this.$foldMode=t,this.off('change',this.$updateFoldWidgets),this.off('tokenizerUpdate',this.$tokenizerUpdateFoldWidgets),this._signal('changeAnnotation'),t&&'manual'!=this.$foldStyle?(this.foldWidgets=[],this.getFoldWidget=t.getFoldWidget.bind(t,this,this.$foldStyle),this.getFoldWidgetRange=t.getFoldWidgetRange.bind(t,this,this.$foldStyle),this.$updateFoldWidgets=this.updateFoldWidgets.bind(this),this.$tokenizerUpdateFoldWidgets=this.tokenizerUpdateFoldWidgets.bind(this),this.on('change',this.$updateFoldWidgets),this.on('tokenizerUpdate',this.$tokenizerUpdateFoldWidgets)):this.foldWidgets=null)},this.getParentFoldRangeData=function(a,e){var t=this.foldWidgets;if(!t||e&&t[a])return{};for(var l=a-1,o,d;0<=l;){if(d=t[l],null==d&&(d=t[l]=this.getFoldWidget(l)),'start'==d){var r=this.getFoldWidgetRange(l);if(o||(o=r),r&&r.end.row>=a)break}l--}return{range:-1!=l&&r,firstRange:o}},this.onFoldWidgetClick=function(r,e){var t={children:(e=e.domEvent).shiftKey,all:e.ctrlKey||e.metaKey,siblings:e.altKey};if(!this.$toggleFoldWidget(r,t)){var n=e.target||e.srcElement;n&&/ace_fold-widget/.test(n.className)&&(n.className+=' ace_invalid')}},this.$toggleFoldWidget=function(d,e){if(this.getFoldWidget){var t=this.getFoldWidget(d),n=this.getLine(d),i='end'===t?-1:1,o=this.getFoldAt(d,-1==i?0:n.length,i);if(o)return e.children||e.all?this.removeFold(o):this.expandFold(o),o;var r=this.getFoldWidgetRange(d,!0);if(r&&!r.isMultiLine()&&(o=this.getFoldAt(r.start.row,r.start.column,1))&&r.isEqual(o.range))return this.removeFold(o),o;if(e.siblings){var s=this.getParentFoldRangeData(d);if(s.range)var a=s.range.start.row+1,l=s.range.end.row;this.foldAll(a,l,e.all?1e4:0)}else e.children?(l=r?r.end.row:this.getLength(),this.foldAll(d+1,l,e.all?1e4:0)):r&&(e.all&&(r.collapseChildren=1e4),this.addFold('...',r));return r}},this.toggleFoldWidget=function(){var e=this.selection.getCursor().row;e=this.getRowFoldStart(e);var t=this.$toggleFoldWidget(e,{});if(!t){var r=this.getParentFoldRangeData(e,!0);if(t=r.range||r.firstRange){e=t.start.row;var a=this.getFoldAt(e,this.getLine(e).length,1);a?this.removeFold(a):this.addFold('...',t)}}},this.updateFoldWidgets=function(r){var e=r.start.row,t=r.end.row-e;if(0==t)this.foldWidgets[e]=null;else if('remove'==r.action)this.foldWidgets.splice(e,t+1,null);else{var n=Array(t+1);n.unshift(e,1),this.foldWidgets.splice.apply(this.foldWidgets,n)}},this.tokenizerUpdateFoldWidgets=function(n){var e=n.data;e.first!=e.last&&this.foldWidgets.length>e.first&&this.foldWidgets.splice(e.first,this.foldWidgets.length)}}}),ace.define('ace/edit_session/bracket_match',['require','exports','module','ace/token_iterator','ace/range'],function(n,e){'use strict';var d=n('../token_iterator').TokenIterator,r=n('../range').Range;e.BracketMatch=function(){this.findMatchingBracket=function(r,e){if(0==r.column)return null;var t=e||this.getLine(r.row).charAt(r.column-1);if(''==t)return null;var n=t.match(/([\(\[\{])|([\)\]\}])/);return n?n[1]?this.$findClosingBracket(n[1],r):this.$findOpeningBracket(n[2],r):null},this.getBracketRange=function(o){var e=this.getLine(o.row),n=!0,i=e.charAt(o.column-1),l=i&&i.match(/([\(\[\{])|([\)\]\}])/),d;if(l||(i=e.charAt(o.column),o={row:o.row,column:o.column+1},l=i&&i.match(/([\(\[\{])|([\)\]\}])/),n=!1),!l)return null;if(l[1]){if(!(t=this.$findClosingBracket(l[1],o)))return null;d=r.fromPoints(o,t),n||(d.end.column++,d.start.column--),d.cursor=d.end}else{var t;if(!(t=this.$findOpeningBracket(l[2],o)))return null;d=r.fromPoints(t,o),n||(d.start.column++,d.end.column--),d.cursor=d.start}return d},this.$brackets={")":'(',"(":')',"]":'[',"[":']',"{":'}',"}":'{'},this.$findOpeningBracket=function(i,e,t){var n=this.$brackets[i],o=1,r=new d(this,e.row,e.column),s=r.getCurrentToken();if(s||(s=r.stepForward()),s){t||(t=new RegExp('(\\.?'+s.type.replace('.','\\.').replace('rparen','.paren').replace(/\b(?:end)\b/,'(?:start|begin|end)')+')+'));for(var a=e.column-r.getCurrentTokenColumn()-2,l=s.value;;){for(;0<=a;){var c=l.charAt(a);if(!(c==n))c==i&&(o+=1);else if(0==(o-=1))return{row:r.getCurrentTokenRow(),column:a+r.getCurrentTokenColumn()};a-=1}do s=r.stepBackward();while(s&&!t.test(s.type));if(null==s)break;a=(l=s.value).length-1}return null}},this.$findClosingBracket=function(i,e,t){var n=this.$brackets[i],o=1,r=new d(this,e.row,e.column),s=r.getCurrentToken();if(s||(s=r.stepForward()),s){t||(t=new RegExp('(\\.?'+s.type.replace('.','\\.').replace('lparen','.paren').replace(/\b(?:start|begin)\b/,'(?:start|begin|end)')+')+'));for(var a=e.column-r.getCurrentTokenColumn();;){for(var l=s.value,c=l.length,p;at)&&(4352<=t&&4447>=t||4515<=t&&4519>=t||4602<=t&&4607>=t||9001<=t&&9002>=t||11904<=t&&11929>=t||11931<=t&&12019>=t||12032<=t&&12245>=t||12272<=t&&12283>=t||12288<=t&&12350>=t||12353<=t&&12438>=t||12441<=t&&12543>=t||12549<=t&&12589>=t||12593<=t&&12686>=t||12688<=t&&12730>=t||12736<=t&&12771>=t||12784<=t&&12830>=t||12832<=t&&12871>=t||12880<=t&&13054>=t||13056<=t&&19903>=t||19968<=t&&42124>=t||42128<=t&&42182>=t||43360<=t&&43388>=t||44032<=t&&55203>=t||55216<=t&&55238>=t||55243<=t&&55291>=t||63744<=t&&64255>=t||65040<=t&&65049>=t||65072<=t&&65106>=t||65108<=t&&65126>=t||65128<=t&&65131>=t||65281<=t&&65376>=t||65504<=t&&65510>=t)}p.implement(this,r),this.setDocument=function(t){this.doc&&this.doc.removeListener('change',this.$onChange),this.doc=t,t.on('change',this.$onChange),this.bgTokenizer&&this.bgTokenizer.setDocument(this.getDocument()),this.resetCaches()},this.getDocument=function(){return this.doc},this.$resetRowCache=function(r){if(!r)return this.$docRowCache=[],void(this.$screenRowCache=[]);var a=this.$docRowCache.length,t=this.$getRowCacheIndex(this.$docRowCache,r)+1;a>t&&(this.$docRowCache.splice(t,a),this.$screenRowCache.splice(t,a))},this.$getRowCacheIndex=function(a,e){for(var t=0,n=a.length-1;t<=n;){var i=t+n>>1,o=a[i];if(e>o)t=i+1;else{if(!(e=e);n++);return(o=t[n])?(o.index=n,o.start=i-o.value.length,o):null},this.setUndoManager=function(n){if(this.$undoManager=n,this.$deltas=[],this.$deltasDoc=[],this.$deltasFold=[],this.$informUndoManager&&this.$informUndoManager.cancel(),n){var e=this;this.$syncInformUndoManager=function(){e.$informUndoManager.cancel(),e.$deltasFold.length&&(e.$deltas.push({group:'fold',deltas:e.$deltasFold}),e.$deltasFold=[]),e.$deltasDoc.length&&(e.$deltas.push({group:'doc',deltas:e.$deltasDoc}),e.$deltasDoc=[]),0n&&(n=e.screenWidth)}),this.lineWidgetWidth=n},this.$computeWidth=function(d){if(this.$modified||d){if(this.$modified=!1,this.$useWrapMode)return this.screenWidth=this.$wrapLimit;for(var e=this.doc.getAllLines(),t=this.$rowLengthCache,n=0,i=0,o=this.$foldData[i],r=o?o.start.row:1/0,s=e.length,a=0;ar){if((a=o.end.row+1)>=s)break;r=(o=this.$foldData[i++])?o.start.row:1/0}null==t[a]&&(t[a]=this.$getStringScreenWidth(e[a])[0]),t[a]>n&&(n=t[a])}this.screenWidth=n}},this.getLine=function(t){return this.doc.getLine(t)},this.getLines=function(n,e){return this.doc.getLines(n,e)},this.getLength=function(){return this.doc.getLength()},this.getTextRange=function(t){return this.doc.getTextRange(t||this.selection.getRange())},this.insert=function(n,e){return this.doc.insert(n,e)},this.remove=function(t){return this.doc.remove(t)},this.removeFullLines=function(n,e){return this.doc.removeFullLines(n,e)},this.undoChanges=function(r,e){if(r.length){this.$fromUndo=!0;for(var a=null,n=r.length-1,i;-1!=n;n--)i=r[n],'doc'==i.group?(this.doc.revertDeltas(i.deltas),a=this.$getUndoSelection(i.deltas,!0,a)):i.deltas.forEach(function(t){this.addFolds(t.folds)},this);return this.$fromUndo=!1,a&&this.$undoSelect&&!e&&this.selection.setSelectionRange(a),a}},this.redoChanges=function(r,e){if(r.length){this.$fromUndo=!0;for(var a=null,n=0,i;nd.end.column&&(o.start.column+=l),o.end.row==d.end.row&&o.end.column>d.end.column&&(o.end.column+=l)),r&&o.start.row>=d.end.row&&(o.start.row+=r,o.end.row+=r)}if(o.end=this.insert(o.start,c),i.length){var s=d.start,a=o.start,l=(r=a.row-s.row,a.column-s.column);this.addFolds(i.map(function(t){return(t=t.clone()).start.row==s.row&&(t.start.column+=l),t.end.row==s.row&&(t.end.column+=l),t.start.row+=r,t.end.row+=r,t}))}return o},this.indentRows=function(r,e,t){t=t.replace(/\t/g,this.getTabString());for(var n=r;n<=e;n++)this.doc.insertInLine({row:n,column:0},t)},this.outdentRows=function(a){for(var e=a.collapseRows(),t=new f(0,0,0,0),n=this.getTabSize(),i=e.start.row,o;i<=e.end.row;++i){o=this.getLine(i),t.start.row=i,t.end.row=i;for(var r=0;rt){if(0>(i=this.getRowFoldStart(l+t)))return 0;var n=i-l}else if(0this.doc.getLength()-1)return 0;n=i-e}else l=this.$clipRowToDocument(l),n=(e=this.$clipRowToDocument(e))-l+1;var o=new f(l,0,e,d),r=this.getFoldsInRange(o).map(function(t){return(t=t.clone()).start.row+=n,t.end.row+=n,t}),s=0==t?this.doc.getLines(l,e):this.doc.removeFullLines(l,e);return this.doc.insertFullLines(l+n,s),r.length&&this.addFolds(r),n},this.moveLinesUp=function(n,e){return this.$moveLines(n,e,-1)},this.moveLinesDown=function(n,e){return this.$moveLines(n,e,1)},this.duplicateLines=function(n,e){return this.$moveLines(n,e,0)},this.$clipRowToDocument=function(t){return S(0,b(t,this.doc.getLength()-1))},this.$clipColumnToRow=function(n,e){return 0>e?0:b(this.doc.getLine(n).length,e)},this.$clipPositionToDocument=function(r,a){if(a=S(0,a),0>r)r=0,a=0;else{var o=this.doc.getLength();r>=o?(r=o-1,a=this.doc.getLine(o-1).length):a=b(this.doc.getLine(r).length,a)}return{row:r,column:a}},this.$clipRangeToDocument=function(n){0>n.start.row?(n.start.row=0,n.start.column=0):n.start.column=this.$clipColumnToRow(n.start.row,n.start.column);var e=this.doc.getLength()-1;return n.end.row>e?(n.end.row=e,n.end.column=this.doc.getLine(e).length):n.end.column=this.$clipColumnToRow(n.end.row,n.end.column),n},this.$wrapLimit=80,this.$useWrapMode=!1,this.$wrapLimitRange={min:null,max:null},this.setUseWrapMode=function(n){if(n!=this.$useWrapMode){if(this.$useWrapMode=n,this.$modified=!0,this.$resetRowCache(0),n){var e=this.getLength();this.$wrapData=Array(e),this.$updateWrapData(0,e-1)}this._signal('changeWrapMode')}},this.getUseWrapMode=function(){return this.$useWrapMode},this.setWrapLimitRange=function(n,r){this.$wrapLimitRange.min===n&&this.$wrapLimitRange.max===r||(this.$wrapLimitRange={min:n,max:r},this.$modified=!0,this.$useWrapMode&&this._signal('changeWrapMode'))},this.adjustWrapLimit=function(r,e){var a=this.$wrapLimitRange;0>a.max&&(a={min:e,max:e});var n=this.$constrainWrapLimit(r,a.min,a.max);return n!=this.$wrapLimit&&1=i.row&&p.shiftRow(-s);r=o}else{var h=Array(s);h.unshift(o,0);var d=e?this.$wrapData:this.$rowLengthCache;if(d.splice.apply(d,h),l=this.$foldData,c=0,p=this.getFoldLine(o)){var m=p.range.compareInside(n.row,n.column);0==m?(p=p.split(n.row,n.column))&&(p.shiftRow(s),p.addRemoveChars(r,0,i.column-n.column)):-1==m&&(p.addRemoveChars(o,0,i.column-n.column),p.shiftRow(s)),c=l.indexOf(p)+1}for(;c=o&&p.shiftRow(s)}}return e&&this.$wrapData.length!=this.doc.getLength()&&console.error('doc.getLength() and $wrapData.length have to be the same!'),this.$updating=!1,e?this.$updateWrapData(o,r):this.$updateRowLengthCache(o,r),_},this.$updateRowLengthCache=function(n,e){this.$rowLengthCache[n]=null,this.$rowLengthCache[e]=null},this.$updateWrapData=function(t,n){var d=this.doc.getAllLines(),i=this.getTabSize(),a=this.$wrapData,l=this.$wrapLimit,c=t,p,o;for(n=b(n,d.length-1);c<=n;)(o=this.getFoldLine(c,o))?(p=[],o.walk(function(t,n,o,r){var a;if(null!=t){(a=this.$getDisplayTokens(t,p.length))[0]=s;for(var i=1;it-p;)if(g=l+t-p,a[g-1]>=h&&a[g]>=h)f(g);else if(a[g]!=s&&a[g]!=e){for(var _=S(g-(t-(t>>2)),l-1);g>_&&a[g]_&&a[g]_&&9==a[g];)g--}else for(;g>_&&a[g]_?f(++g):(2==a[g=l+t]&&g--,f(g-p))}else{for(;g!=l-1&&a[g]!=s;g--);if(g>l){f(g);continue}for(g=l+t;gr||57r?t.push(9):4352<=r&&m(r)?t.push(1,2):t.push(1);return t},this.$getStringScreenWidth=function(r,e,t){if(0==e)return[0,0];var n,a;for(null==e&&(e=1/0),t=t||0,a=0;ae));a++);return[t,a]},this.lineWidgets=null,this.getRowLength=function(n){if(this.lineWidgets)var e=this.lineWidgets[n]&&this.lineWidgets[n].rowCount||0;else e=0;return this.$useWrapMode&&this.$wrapData[n]?this.$wrapData[n].length+1+e:1+e},this.getRowLineCount=function(t){return this.$useWrapMode&&this.$wrapData[t]?this.$wrapData[t].length+1:1},this.getRowWrapIndent=function(r){if(this.$useWrapMode){var e=this.screenToDocumentPosition(r,Number.MAX_VALUE),t=this.$wrapData[e.row];return t.length&&t[0]E)return{row:0,column:0};var t=0,_=0,y=0,s=0,a=this.$screenRowCache,l=this.$getRowCacheIndex(a,E),c=a.length,A,n;if(c&&0<=l){y=a[l],t=this.$docRowCache[l];var i=E>a[c-1]}else i=!c;for(var h=this.getLength()-1,b=this.getNextFoldLine(t),m=b?b.start.row:1/0;y<=E&&!(y+(s=this.getRowLength(t))>E||t>=h);)y+=s,++t>m&&(t=b.end.row+1,m=(b=this.getNextFoldLine(t,b))?b.start.row:1/0),i&&(this.$docRowCache.push(t),this.$screenRowCache.push(y));if(b&&b.start.row<=t)A=this.getFoldDisplayLine(b),t=b.start.row;else{if(y+s<=E||t>h)return{row:h,column:this.getLine(h).length};A=this.getLine(t),b=null}var p=0;if(this.$useWrapMode){var f=this.$wrapData[t];if(f){var g=x(E-y);n=f[g],0=n&&(_=n-1),b?b.idxToPosition(_):{row:t,column:_}},this.documentToScreenPosition=function(E,e){if(void 0===e)var t=this.$clipPositionToDocument(E.row,E.column);else t=this.$clipPositionToDocument(E,e);E=t.row,e=t.column;var n=0,_=null,r;(r=this.getFoldAt(E,e,1))&&(E=r.start.row,e=r.start.column);var i=0,a=this.$docRowCache,l=this.$getRowCacheIndex(a,E),c=a.length,y;if(c&&0<=l){i=a[l],n=this.$screenRowCache[l];var s=E>a[c-1]}else s=!c;for(var h=this.getNextFoldLine(i),d=h?h.start.row:1/0;i=d){if((y=h.end.row+1)>E)break;d=(h=this.getNextFoldLine(y,h))?h.start.row:1/0}else y=i+1;n+=this.getRowLength(i),i=y,s&&(this.$docRowCache.push(i),this.$screenRowCache.push(n))}var m='';h&&i>=d?(m=this.getFoldDisplayLine(h,E,e),_=h.start.row):(m=this.getLine(E).substring(0,e),_=E);var p=0;if(this.$useWrapMode){var f=this.$wrapData[_];if(f){for(var g=0;m.length>=f[g];)n++,g++;m=m.substring(f[g-1]||0,m.length),p=0i&&(n=e.end.row+1,i=(e=this.$foldData[s++])?e.start.row:1/0);else{l=this.getLength();for(var r=this.$foldData,s=0;st);o++);return[n,o]})},this.destroy=function(){this.bgTokenizer&&(this.bgTokenizer.setDocument(null),this.bgTokenizer=null),this.$stopWorker()}}.call(u.prototype),n('./edit_session/folding').Folding.call(u.prototype),n('./edit_session/bracket_match').BracketMatch.call(u.prototype),o.defineOptions(u.prototype,'session',{wrap:{set:function(n){if(n&&'off'!=n?'free'==n?n=!0:'printMargin'==n?n=-1:'string'==typeof n&&(n=parseInt(n,10)||!1):n=!1,this.$wrap!=n)if(this.$wrap=n,n){var r='number'==typeof n?n:null;this.setWrapLimitRange(r,r),this.setUseWrapMode(!0)}else this.setUseWrapMode(!1)},get:function(){return this.getUseWrapMode()?-1==this.$wrap?'printMargin':this.getWrapLimitRange().min?this.$wrap:'free':'off'},handlesSet:!0},wrapMethod:{set:function(t){(t='auto'==t?'text'!=this.$mode.type:'text'!=t)!=this.$wrapAsCode&&(this.$wrapAsCode=t,this.$useWrapMode&&(this.$modified=!0,this.$resetRowCache(0),this.$updateWrapData(0,this.getLength()-1)))},initialValue:'auto'},indentedSoftWrap:{initialValue:!0},firstLineNumber:{set:function(){this._signal('changeBreakpoint')},initialValue:1},useWorker:{set:function(t){this.$useWorker=t,this.$stopWorker(),t&&this.$startWorker()},initialValue:!0},useSoftTabs:{initialValue:!0},tabSize:{set:function(t){isNaN(t)||this.$tabSize===t||(this.$modified=!0,this.$rowLengthCache=[],this.$tabSize=t,this._signal('changeTabSize'))},initialValue:4,handlesSet:!0},navigateWithinSoftTabs:{initialValue:!1},overwrite:{set:function(){this._signal('changeOverwrite')},initialValue:!1},newLineMode:{set:function(t){this.doc.setNewLineMode(t)},get:function(){return this.doc.getNewLineMode()},handlesSet:!0},mode:{set:function(t){this.setMode(t)},get:function(){return this.$modeId}}}),e.EditSession=u}),ace.define('ace/search',['require','exports','module','ace/lib/lang','ace/lib/oop','ace/range'],function(n,e){'use strict';var l=n('./lib/lang'),t=n('./lib/oop'),u=n('./range').Range,r=function(){this.$options={}};(function(){this.set=function(n){return t.mixin(this.$options,n),this},this.getOptions=function(){return l.copyObject(this.$options)},this.setOptions=function(t){this.$options=t},this.find=function(r){var a=this.$options,e=this.$matchIterator(r,a);if(!e)return!1;var t=null;return e.forEach(function(r,e,n,o){return t=new u(r,e,n,o),!(e==o&&a.start&&a.start.start&&0!=a.skipCurrent&&t.isEqual(a.start))||(t=null,!1)}),t},this.findAll=function(r){var e=this.$options;if(!e.needle)return[];this.$assembleRegExp(e);var t=e.range,n=t?r.getLines(t.start.row,t.end.row):r.doc.getAllLines(),o=[],i=e.re;if(e.$isMultiLine){var a=i.length,s=n.length-a,c;e:for(var y=i.offset||0;y<=s;y++){for(var h=0;hp||(o.push(c=new u(y,p,y+a-1,f)),2b&&o[h].end.row==t.end.row;)h--;for(o=o.slice(g,h+1),g=0,h=o.length;g=i;e--)if(l(e,Number.MAX_VALUE,t))return;if(0!=p.wrap)for(e=a,i=r.row;e>=i;e--)if(l(e,Number.MAX_VALUE,t))return}};else s=function(t){var e=r.row;if(!l(e,r.column,t)){for(e+=1;e<=a;e++)if(l(e,0,t))return;if(0!=p.wrap)for(e=i,a=r.row;e<=a;e++)if(l(e,0,t))return}};if(p.$isMultiLine)var g=e.length,l=function(n,t,o){var r=m?n-g+1:n;if(!(0>r)){var i=d.getLine(r),a=i.search(e[0]);if((m||!(at))return!!o(r,a,r+g-1,l)||void 0}}};else l=m?function(n,t,i){var o=d.getLine(n),s=[],a=0,l;for(e.lastIndex=0;l=e.exec(o);){var r=l[0].length;if(a=l.index,!r){if(a>=o.length)break;e.lastIndex=a+=1}if(l.index+r>t)break;s.push(l.index,r)}for(var p=s.length-1,u;0<=p;p-=2)if(u=s[p-1],i(n,u,n,u+(r=s[p])))return!0}:function(n,t,i){var o=d.getLine(n),s=t,a;for(e.lastIndex=t;a=e.exec(o);){var r=a[0].length;if(i(n,s=a.index,n,s+r))return!0;if(!r&&(e.lastIndex=s+=1,s>=o.length))return!1}};return{forEach:s}}}).call(r.prototype),e.Search=r}),ace.define('ace/keyboard/hash_handler',['require','exports','module','ace/lib/keys','ace/lib/useragent'],function(n,e){'use strict';function s(n,e){this.platform=e||(i.isMac?'mac':'win'),this.commands={},this.commandKeyBinding={},this.addCommands(n),this.$singleCommand=!0}function a(n,e){s.call(this,n,e),this.$singleCommand=!1}var l=n('../lib/keys'),i=n('../lib/useragent'),d=l.KEY_MODS;a.prototype=s.prototype,function(){function e(t){return'object'==typeof t&&t.bindKey&&t.bindKey.position||(t.isDefault?-100:0)}this.addCommand=function(t){this.commands[t.name]&&this.removeCommand(t),this.commands[t.name]=t,t.bindKey&&this._buildKeyHash(t)},this.removeCommand=function(a,l){var t=a&&('string'==typeof a?a:a.name);a=this.commands[t],l||delete this.commands[t];var n=this.commandKeyBinding;for(var i in n){var o=n[i];if(o==a)delete n[i];else if(Array.isArray(o)){var r=o.indexOf(a);-1!=r&&(o.splice(r,1),1==o.length&&(n[i]=o[0]))}}},this.bindKey=function(r,l,c){if('object'==typeof r&&r&&(void 0==c&&(c=r.position),r=r[this.platform]),r)return'function'==typeof l?this.addCommand({exec:l,bindKey:r,name:l.name||r}):void r.split('|').forEach(function(t){var r='';if(-1!=t.indexOf(' ')){var e=t.split(/\s+/);t=e.pop(),e.forEach(function(a){var e=this.parseKeys(a),t=d[e.hashId]+e.key;r+=(r?' ':'')+t,this._addCommandToBinding(r,'chainKeys')},this),r+=' '}var n=this.parseKeys(t),o=d[n.hashId]+n.key;this._addCommandToBinding(r+o,l,c)},this)},this._addCommandToBinding=function(a,t,l){var d=this.commandKeyBinding,r;if(!t)delete d[a];else if(!d[a]||this.$singleCommand)d[a]=t;else{Array.isArray(d[a])?-1!=(r=d[a].indexOf(t))&&d[a].splice(r,1):d[a]=[d[a]],'number'!=typeof l&&(l=e(t));var o=d[a];for(r=0;rl);r++);o.splice(r,0,t)}},this.addCommands=function(r){r&&Object.keys(r).forEach(function(e){var t=r[e];if(t){if('string'==typeof t)return this.bindKey(t,e);'function'==typeof t&&(t={exec:t}),'object'==typeof t&&(t.name||(t.name=e),this.addCommand(t))}},this)},this.removeCommands=function(n){Object.keys(n).forEach(function(e){this.removeCommand(n[e])},this)},this.bindKeys=function(n){Object.keys(n).forEach(function(e){this.bindKey(e,n[e])},this)},this._buildKeyHash=function(t){this.bindKey(t.bindKey,t)},this.parseKeys=function(i){var e=i.toLowerCase().split(/[\-\+]([\-\+])?/).filter(function(t){return t}),t=e.pop(),d=l[t];if(l.FUNCTION_KEYS[d])t=l.FUNCTION_KEYS[d].toLowerCase();else{if(!e.length)return{key:t,hashId:-1};if(1==e.length&&'shift'==e[0])return{key:t.toUpperCase(),hashId:-1}}for(var o=0,c=e.length,s;c--;){if(s=l.KEY_MODS[e[c]],null==s)return'undefined'!=typeof console&&console.error('invalid modifier '+e[c]+' in '+i),!1;o|=s}return{key:t,hashId:o}},this.findKeyCommand=function(r,e){var t=d[r]+e;return this.commandKeyBinding[t]},this.handleKeyboard=function(r,e,t,n){if(!(0>n)){var a=d[e]+t,o=this.commandKeyBinding[a];return r.$keyChain&&(r.$keyChain+=' '+a,o=this.commandKeyBinding[r.$keyChain]||o),o&&('chainKeys'==o||'chainKeys'==o[o.length-1])?(r.$keyChain=r.$keyChain||a,{command:'null'}):(r.$keyChain&&(e&&4!=e||1!=t.length?(-1==e||0o?o+1:o,r.selection.moveCursorTo(t.row,o))},multiSelectAction:'forEach',readOnly:!0},{name:'invertSelection',bindKey:s(null,null),exec:function(r){var e=r.session.doc.getLength()-1,t=r.session.doc.getLine(e).length,n=r.selection.rangeList.ranges,a=[];1>n.length&&(n=[r.selection.getRange()]);for(var o=0;o=a.lastRow||n.end.row<=a.firstRow)&&this.renderer.scrollSelectionIntoView(this.selection.anchor,this.selection.lead);}'animate'==t&&this.renderer.animateScrolling(this.curOp.scrollTop)}this.prevOp=this.curOp,this.curOp=null}},this.$mergeableCommands=['backspace','del','insertstring'],this.$historyTracker=function(r){if(this.$mergeUndoDeltas){var e=this.prevOp,t=this.$mergeableCommands,n=e.command&&r.command.name==e.command.name;if('insertstring'==r.command.name){var a=r.args;void 0===this.mergeNextCommand&&(this.mergeNextCommand=!0),n=n&&this.mergeNextCommand&&(!/\s/.test(a)||/\s/.test(e.args)),this.mergeNextCommand=!0}else n=n&&-1!==t.indexOf(r.command.name);'always'!=this.$mergeUndoDeltas&&2e3=r);n.stepForward()}if(!i)return e.removeMarker(e.$tagHighlight),void(e.$tagHighlight=null);var a=n.getCurrentTokenRow(),l=n.getCurrentTokenColumn(),c=new v(a,l,a,l+i.value.length),u=e.$backMarkers[e.$tagHighlight];e.$tagHighlight&&void 0!=u&&0!==c.compareRange(u.range)&&(e.removeMarker(e.$tagHighlight),e.$tagHighlight=null),c&&!e.$tagHighlight&&(e.$tagHighlight=e.addMarker(c,'ace_bracket','text'))}}},50)}},this.focus=function(){var t=this;setTimeout(function(){t.textInput.focus()}),this.textInput.focus()},this.isFocused=function(){return this.textInput.isFocused()},this.blur=function(){this.textInput.blur()},this.onFocus=function(t){this.$isFocused||(this.$isFocused=!0,this.renderer.showCursor(),this.renderer.visualizeFocus(),this._emit('focus',t))},this.onBlur=function(t){this.$isFocused&&(this.$isFocused=!1,this.renderer.hideCursor(),this.renderer.visualizeBlur(),this._emit('blur',t))},this.$cursorChange=function(){this.renderer.updateCursor()},this.onDocumentChange=function(r){var e=this.session.$useWrapMode,t=r.start.row==r.end.row?r.end.row:1/0;this.renderer.updateLines(r.start.row,t,e),this._signal('change',r),this.$cursorChange(),this.$updateHighlightActiveLine()},this.onTokenizerUpdate=function(n){var e=n.data;this.renderer.updateLines(e.first,e.last)},this.onScrollTopChange=function(){this.renderer.scrollToY(this.session.getScrollTop())},this.onScrollLeftChange=function(){this.renderer.scrollToX(this.session.getScrollLeft())},this.onCursorChange=function(){this.$cursorChange(),this.$blockScrolling||(h.warn('Automatically scrolling cursor into view after selection change','this will be disabled in the next version','set editor.$blockScrolling = Infinity to disable this message'),this.renderer.scrollCursorIntoView()),this.$highlightBrackets(),this.$highlightTags(),this.$updateHighlightActiveLine(),this._signal('changeSelection')},this.$updateHighlightActiveLine=function(){var r=this.getSession(),t;if(this.$highlightActiveLine&&('line'==this.$selectionStyle&&this.selection.isMultiLine()||(t=this.getCursorPosition()),!this.renderer.$maxLines||1!==this.session.getLength()||1n.length||2>t.length||!t[1])return this.commands.exec('insertstring',this,s);for(var i=n.length,o;i--;)o=n[i],o.isEmpty()||this.session.remove(o),this.session.insert(o.start,t[i])}},this.execCommand=function(n,e){return this.commands.exec(n,this,e)},this.insert=function(p,e){var m=this.session,n=m.getMode(),i=this.getCursorPosition();if(this.getBehavioursEnabled()&&!e){var o=n.transformAction(m.getState(i.row),'insertion',this,m,p);o&&(p!==o.text&&(this.session.mergeUndoDeltas=!1,this.$mergeNextCommand=!1),p=o.text)}if('\t'==p&&(p=this.session.getTabString()),this.selection.isEmpty())this.session.getOverwrite()&&-1==p.indexOf('\n')&&((r=new v.fromPoints(i,i)).end.column+=p.length,this.session.remove(r));else{var r=this.getSelectionRange();i=this.session.remove(r),this.clearSelection()}if('\n'==p||'\r\n'==p){var s=m.getLine(i.row);if(i.column>s.search(/\S|$/)){var a=s.substr(i.column).search(/\S|$/);m.doc.removeInLine(i.row,i.column,i.column+a)}}this.clearSelection();var l=i.column,c=m.getState(i.row),u=(s=m.getLine(i.row),n.checkOutdent(c,s,p));if(m.insert(i,p),o&&o.selection&&(2==o.selection.length?this.selection.setSelectionRange(new v(i.row,l+o.selection[0],i.row,l+o.selection[1])):this.selection.setSelectionRange(new v(i.row+o.selection[0],o.selection[1],i.row+o.selection[2],o.selection[3]))),m.getDocument().isNewLine(p)){var g=n.getNextLineIndent(c,s.slice(0,i.column),m.getTabString());m.insert({row:i.row+1,column:0},g)}u&&n.autoOutdent(c,m,i.row)},this.onTextInput=function(t){this.keyBinding.onTextInput(t)},this.onCommandKey=function(r,e,t){this.keyBinding.onCommandKey(r,e,t)},this.setOverwrite=function(t){this.session.setOverwrite(t)},this.getOverwrite=function(){return this.session.getOverwrite()},this.toggleOverwrite=function(){this.session.toggleOverwrite()},this.setScrollSpeed=function(t){this.setOption('scrollSpeed',t)},this.getScrollSpeed=function(){return this.getOption('scrollSpeed')},this.setDragDelay=function(t){this.setOption('dragDelay',t)},this.getDragDelay=function(){return this.getOption('dragDelay')},this.setSelectionStyle=function(t){this.setOption('selectionStyle',t)},this.getSelectionStyle=function(){return this.getOption('selectionStyle')},this.setHighlightActiveLine=function(t){this.setOption('highlightActiveLine',t)},this.getHighlightActiveLine=function(){return this.getOption('highlightActiveLine')},this.setHighlightGutterLine=function(t){this.setOption('highlightGutterLine',t)},this.getHighlightGutterLine=function(){return this.getOption('highlightGutterLine')},this.setHighlightSelectedWord=function(t){this.setOption('highlightSelectedWord',t)},this.getHighlightSelectedWord=function(){return this.$highlightSelectedWord},this.setAnimatedScroll=function(t){this.renderer.setAnimatedScroll(t)},this.getAnimatedScroll=function(){return this.renderer.getAnimatedScroll()},this.setShowInvisibles=function(t){this.renderer.setShowInvisibles(t)},this.getShowInvisibles=function(){return this.renderer.getShowInvisibles()},this.setDisplayIndentGuides=function(t){this.renderer.setDisplayIndentGuides(t)},this.getDisplayIndentGuides=function(){return this.renderer.getDisplayIndentGuides()},this.setShowPrintMargin=function(t){this.renderer.setShowPrintMargin(t)},this.getShowPrintMargin=function(){return this.renderer.getShowPrintMargin()},this.setPrintMarginColumn=function(t){this.renderer.setPrintMarginColumn(t)},this.getPrintMarginColumn=function(){return this.renderer.getPrintMarginColumn()},this.setReadOnly=function(t){this.setOption('readOnly',t)},this.getReadOnly=function(){return this.getOption('readOnly')},this.setBehavioursEnabled=function(t){this.setOption('behavioursEnabled',t)},this.getBehavioursEnabled=function(){return this.getOption('behavioursEnabled')},this.setWrapBehavioursEnabled=function(t){this.setOption('wrapBehavioursEnabled',t)},this.getWrapBehavioursEnabled=function(){return this.getOption('wrapBehavioursEnabled')},this.setShowFoldWidgets=function(t){this.setOption('showFoldWidgets',t)},this.getShowFoldWidgets=function(){return this.getOption('showFoldWidgets')},this.setFadeFoldWidgets=function(t){this.setOption('fadeFoldWidgets',t)},this.getFadeFoldWidgets=function(){return this.getOption('fadeFoldWidgets')},this.remove=function(a){this.selection.isEmpty()&&('left'==a?this.selection.selectLeft():this.selection.selectRight());var e=this.getSelectionRange();if(this.getBehavioursEnabled()){var t=this.session,n=t.getState(e.start.row),i=t.getMode().transformAction(n,'deletion',this,t,e);if(0===e.end.column){var o=t.getTextRange(e);if('\n'==o[o.length-1]){var r=t.getLine(e.end.row);/^\s+$/.test(r)&&(e.end.column=r.length)}}i&&(e=i)}this.session.remove(e),this.clearSelection()},this.removeWordRight=function(){this.selection.isEmpty()&&this.selection.selectWordRight(),this.session.remove(this.getSelectionRange()),this.clearSelection()},this.removeWordLeft=function(){this.selection.isEmpty()&&this.selection.selectWordLeft(),this.session.remove(this.getSelectionRange()),this.clearSelection()},this.removeToLineStart=function(){this.selection.isEmpty()&&this.selection.selectLineStart(),this.session.remove(this.getSelectionRange()),this.clearSelection()},this.removeToLineEnd=function(){this.selection.isEmpty()&&this.selection.selectLineEnd();var t=this.getSelectionRange();t.start.column==t.end.column&&t.start.row==t.end.row&&(t.end.column=0,t.end.row++),this.session.remove(t),this.clearSelection()},this.splitLine=function(){this.selection.isEmpty()||(this.session.remove(this.getSelectionRange()),this.clearSelection());var t=this.getCursorPosition();this.insert('\n'),this.moveCursorToPosition(t)},this.transposeLetters=function(){if(this.selection.isEmpty()){var r=this.getCursorPosition(),e=r.column;if(0!==e){var t=this.session.getLine(r.row),a,n;ee.toLowerCase()?1:0});for(var n=new v(0,0,0,0),i=a.first,o;i<=a.last;i++)o=e.getLine(i),n.start.row=i,n.end.row=i,n.end.column=o.length,e.replace(n,t[i-a.first])},this.toggleCommentLines=function(){var n=this.session.getState(this.getCursorPosition().row),e=this.$getSelectedRows();this.session.getMode().toggleCommentLines(n,this.session,e.first,e.last)},this.toggleBlockComment=function(){var r=this.getCursorPosition(),e=this.session.getState(r.row),t=this.getSelectionRange();this.session.getMode().toggleBlockComment(e,this.session,t,r)},this.getNumberAt=function(r,e){var t=/[\-]?[0-9]+(?:\.[0-9]+)?/g;t.lastIndex=0;for(var n=this.session.getLine(r),a;t.lastIndex=e)return{value:a[0],start:a.index,end:a.index+a[0].length};return null},this.modifyNumber=function(d){var e=this.selection.getCursor().row,t=this.selection.getCursor().column,n=new v(e,t-1,e,t),i=this.session.getTextRange(n);if(!isNaN(parseFloat(i))&&isFinite(i)){var o=this.getNumberAt(e,t);if(o){var r=0<=o.value.indexOf('.')?o.start+o.value.indexOf('.')+1:o.end,s=o.start+o.value.length-r,a=parseFloat(o.value);a*=p(10,s),d*=r!==o.end&&td+1)break;d=m.last}for(c--,s=this.session.$moveLines(h,d,e?0:g),e&&-1==g&&(u=c+1);u<=c;)r[u].moveBy(s,0),u++;e||(s=0),a+=s}f.fromOrientedRange(f.ranges[0]),f.rangeList.attach(this.session),this.inVirtualSelectionMode=!1}},this.$getSelectedRows=function(t){return t=(t||this.getSelectionRange()).collapseRows(),{first:this.session.getRowFoldStart(t.start.row),last:this.session.getRowFoldEnd(t.end.row)}},this.onCompositionStart=function(){this.renderer.showComposition(this.getCursorPosition())},this.onCompositionUpdate=function(t){this.renderer.setCompositionText(t)},this.onCompositionEnd=function(){this.renderer.hideComposition()},this.getFirstVisibleRow=function(){return this.renderer.getFirstVisibleRow()},this.getLastVisibleRow=function(){return this.renderer.getLastVisibleRow()},this.isRowVisible=function(t){return t>=this.getFirstVisibleRow()&&t<=this.getLastVisibleRow()},this.isRowFullyVisible=function(t){return t>=this.renderer.getFirstFullyVisibleRow()&&t<=this.renderer.getLastFullyVisibleRow()},this.$getVisibleRowCount=function(){return this.renderer.getScrollBottomRow()-this.renderer.getScrollTopRow()+1},this.$moveByPage=function(a,e){var t=this.renderer,n=this.renderer.layerConfig,i=a*x(n.height/n.lineHeight);this.$blockScrolling++,!0===e?this.selection.$moveSelection(function(){this.moveCursorBy(i,0)}):!1==e&&(this.selection.moveCursorBy(i,0),this.selection.clearSelection()),this.$blockScrolling--;var o=t.scrollTop;t.scrollBy(0,i*n.lineHeight),null!=e&&t.scrollCursorIntoView(null,.5),t.animateScrolling(o)},this.selectPageDown=function(){this.$moveByPage(1,!0)},this.selectPageUp=function(){this.$moveByPage(-1,!0)},this.gotoPageDown=function(){this.$moveByPage(1,!1)},this.gotoPageUp=function(){this.$moveByPage(-1,!1)},this.scrollPageDown=function(){this.$moveByPage(1)},this.scrollPageUp=function(){this.$moveByPage(-1)},this.scrollToRow=function(t){this.renderer.scrollToRow(t)},this.scrollToLine=function(r,e,t,n){this.renderer.scrollToLine(r,e,t,n)},this.centerSelection=function(){var n=this.getSelectionRange(),e={row:x(n.start.row+(n.end.row-n.start.row)/2),column:x(n.start.column+(n.end.column-n.start.column)/2)};this.renderer.alignCursor(e,.5)},this.getCursorPosition=function(){return this.selection.getCursor()},this.getCursorPositionScreen=function(){return this.session.documentToScreenPosition(this.getCursorPosition())},this.getSelectionRange=function(){return this.selection.getRange()},this.selectAll=function(){this.$blockScrolling+=1,this.selection.selectAll(),this.$blockScrolling-=1},this.clearSelection=function(){this.selection.clearSelection()},this.moveCursorTo=function(n,e){this.selection.moveCursorTo(n,e)},this.moveCursorToPosition=function(t){this.selection.moveCursorToPosition(t)},this.jumpToMatching=function(m,e){var t=this.getCursorPosition(),n=new C(this.session,t.row,t.column),i=n.getCurrentToken(),o=i||n.stepForward();if(o){var E=!1,_={},c=t.column-o.start,u={")":'(',"(":'(',"]":'[',"[":'[',"{":'{',"}":'{'},h,s;do{if(o.value.match(/[{}()\[\]]/g)){for(;cg(d.column-t.column))&&(a=this.session.getBracketRange(d)));else if('tag'===h){if(!o||-1===o.type.indexOf('tag-name'))return;var p=o.value;if(0===(a=new v(n.getCurrentTokenRow(),n.getCurrentTokenColumn()-2,n.getCurrentTokenRow(),n.getCurrentTokenColumn()-2)).compare(t.row,t.column)){E=!1;do o=i,(i=n.stepBackward())&&(-1!==i.type.indexOf('tag-close')&&a.setEnd(n.getCurrentTokenRow(),n.getCurrentTokenColumn()+1),o.value===p&&-1!==o.type.indexOf('tag-name')&&('<'===i.value?_[p]++:'g(d.column-t.column)&&(d=a.end)}(d=a&&a.cursor||d)&&(m?a&&e?this.selection.setRange(a):a&&a.isEqual(this.getSelectionRange())?this.clearSelection():this.selection.selectTo(d.row,d.column):this.selection.moveTo(d.row,d.column))}}},this.gotoLine=function(r,e,t){this.selection.clearSelection(),this.session.unfold({row:r-1,column:e||0}),this.$blockScrolling+=1,this.exitMultiSelectMode&&this.exitMultiSelectMode(),this.moveCursorTo(r-1,e||0),this.$blockScrolling-=1,this.isRowFullyVisible(r-1)||this.scrollToLine(r-1,!0,t)},this.navigateTo=function(n,e){this.selection.moveTo(n,e)},this.navigateUp=function(n){if(this.selection.isMultiLine()&&!this.selection.isBackwards()){var r=this.selection.anchor.getPosition();return this.moveCursorToPosition(r)}this.selection.clearSelection(),this.selection.moveCursorBy(-n||-1,0)},this.navigateDown=function(n){if(this.selection.isMultiLine()&&this.selection.isBackwards()){var e=this.selection.anchor.getPosition();return this.moveCursorToPosition(e)}this.selection.clearSelection(),this.selection.moveCursorBy(n||1,0)},this.navigateLeft=function(n){if(this.selection.isEmpty())for(n=n||1;n--;)this.selection.moveCursorLeft();else{var e=this.getSelectionRange().start;this.moveCursorToPosition(e)}this.clearSelection()},this.navigateRight=function(n){if(this.selection.isEmpty())for(n=n||1;n--;)this.selection.moveCursorRight();else{var e=this.getSelectionRange().end;this.moveCursorToPosition(e)}this.clearSelection()},this.navigateLineStart=function(){this.selection.moveCursorLineStart(),this.clearSelection()},this.navigateLineEnd=function(){this.selection.moveCursorLineEnd(),this.clearSelection()},this.navigateFileEnd=function(){this.selection.moveCursorFileEnd(),this.clearSelection()},this.navigateFileStart=function(){this.selection.moveCursorFileStart(),this.clearSelection()},this.navigateWordRight=function(){this.selection.moveCursorWordRight(),this.clearSelection()},this.navigateWordLeft=function(){this.selection.moveCursorWordLeft(),this.clearSelection()},this.replace=function(r,e){e&&this.$search.set(e);var t=this.$search.find(this.session),n=0;return t?(this.$tryReplace(t,r)&&(n=1),null!==t&&(this.selection.setSelectionRange(t),this.renderer.scrollSelectionIntoView(t.start,t.end)),n):n},this.replaceAll=function(a,e){e&&this.$search.set(e);var t=this.$search.findAll(this.session),n=0;if(!t.length)return n;this.$blockScrolling+=1;var i=this.getSelectionRange();this.selection.moveTo(0,0);for(var o=t.length-1;0<=o;--o)this.$tryReplace(t[o],a)&&n++;return this.selection.setSelectionRange(i),this.$blockScrolling-=1,n},this.$tryReplace=function(r,e){var t=this.session.getTextRange(r);return null===(e=this.$search.replace(t,e))?null:(r.end=this.session.replace(r,e),r)},this.getLastSearchOptions=function(){return this.$search.getOptions()},this.find=function(a,i,t){i||(i={}),'string'==typeof a||a instanceof RegExp?i.needle=a:'object'==typeof a&&_.mixin(i,a);var n=this.selection.getRange();null==i.needle&&((a=this.session.getTextRange(n)||this.$search.$options.needle)||(n=this.session.getWordRange(n.start.row,n.start.column),a=this.session.getTextRange(n)),this.$search.set({needle:a})),this.$search.set(i),i.start||this.$search.set({start:n});var s=this.$search.find(this.session);return i.preventScroll?s:s?(this.revealRange(s,t),s):(i.backwards?n.start=n.end:n.end=n.start,void this.selection.setRange(n))},this.findNext=function(n,e){this.find({skipCurrent:!0,backwards:!1},n,e)},this.findPrevious=function(n,e){this.find(n,{skipCurrent:!0,backwards:!0},e)},this.revealRange=function(r,e){this.$blockScrolling+=1,this.session.unfold(r),this.selection.setSelectionRange(r),this.$blockScrolling-=1;var t=this.renderer.scrollTop;this.renderer.scrollSelectionIntoView(r.start,r.end,.5),!1!==e&&this.renderer.animateScrolling(t)},this.undo=function(){this.$blockScrolling++,this.session.getUndoManager().undo(),this.$blockScrolling--,this.renderer.scrollCursorIntoView(null,.5)},this.redo=function(){this.$blockScrolling++,this.session.getUndoManager().redo(),this.$blockScrolling--,this.renderer.scrollCursorIntoView(null,.5)},this.destroy=function(){this.renderer.destroy(),this._signal('destroy',this),this.session&&this.session.destroy()},this.setAutoScrollEditorIntoView=function(l){if(l){var d=this,n=!1,i;this.$scrollAnchor||(this.$scrollAnchor=document.createElement('div'));var t=this.$scrollAnchor;t.style.cssText='position:absolute',this.container.insertBefore(t,this.container.firstChild);var o=this.on('changeSelection',function(){n=!0}),r=this.renderer.on('beforeRender',function(){n&&(i=d.renderer.container.getBoundingClientRect())}),s=this.renderer.on('afterRender',function(){if(n&&i&&(d.isFocused()||d.searchBox&&d.searchBox.isFocused())){var o=d.renderer,e=o.$cursorLayer.$pixelPos,r=o.layerConfig,s=e.top-r.offset;null!=(n=0<=e.top&&0>s+i.top||!(e.topwindow.innerHeight)&&null)&&(t.style.top=s+'px',t.style.left=e.left+'px',t.style.height=r.lineHeight+'px',t.scrollIntoView(n)),n=i=null}});this.setAutoScrollEditorIntoView=function(t){t||(delete this.setAutoScrollEditorIntoView,this.off('changeSelection',o),this.renderer.off('afterRender',s),this.renderer.off('beforeRender',r))}}},this.$resetCursorStyle=function(){var n=this.$cursorStyle||'ace',e=this.renderer.$cursorLayer;e&&(e.setSmoothBlinking(/smooth/.test(n)),e.isBlinking=!this.$readOnly&&'wide'!=n,i.setCssClass(e.element,'ace_slim-cursors',/slim/.test(n)))}}.call(f.prototype),h.defineOptions(f.prototype,'editor',{selectionStyle:{set:function(t){this.onSelectionChange(),this._signal('changeSelectionStyle',{data:t})},initialValue:'line'},highlightActiveLine:{set:function(){this.$updateHighlightActiveLine()},initialValue:!0},highlightSelectedWord:{set:function(){this.$onSelectionChange()},initialValue:!0},readOnly:{set:function(){this.$resetCursorStyle()},initialValue:!1},cursorStyle:{set:function(){this.$resetCursorStyle()},values:['ace','slim','smooth','wide'],initialValue:'ace'},mergeUndoDeltas:{values:[!1,!0,'always'],initialValue:!0},behavioursEnabled:{initialValue:!0},wrapBehavioursEnabled:{initialValue:!0},autoScrollEditorIntoView:{set:function(t){this.setAutoScrollEditorIntoView(t)}},keyboardHandler:{set:function(t){this.setKeyboardHandler(t)},get:function(){return this.keybindingId},handlesSet:!0},hScrollBarAlwaysVisible:'renderer',vScrollBarAlwaysVisible:'renderer',highlightGutterLine:'renderer',animatedScroll:'renderer',showInvisibles:'renderer',showPrintMargin:'renderer',printMarginColumn:'renderer',printMargin:'renderer',fadeFoldWidgets:'renderer',showFoldWidgets:'renderer',showLineNumbers:'renderer',showGutter:'renderer',displayIndentGuides:'renderer',fontSize:'renderer',fontFamily:'renderer',maxLines:'renderer',minLines:'renderer',scrollPastEnd:'renderer',fixedWidthGutter:'renderer',theme:'renderer',scrollSpeed:'$mouseHandler',dragDelay:'$mouseHandler',dragEnabled:'$mouseHandler',focusTimout:'$mouseHandler',tooltipFollowsMouse:'$mouseHandler',firstLineNumber:'session',overwrite:'session',newLineMode:'session',useWorker:'session',useSoftTabs:'session',tabSize:'session',wrap:'session',indentedSoftWrap:'session',foldStyle:'session',mode:'session'}),e.Editor=f}),ace.define('ace/undomanager',['require','exports','module'],function(n,e){'use strict';var t=function(){this.reset()};(function(){function e(t){return{action:t.action,start:t.start,end:t.end,lines:1==t.lines.length?null:t.lines,text:1==t.lines.length?t.lines[0]:null}}function t(t){return{action:t.action,start:t.start,end:t.end,lines:t.lines||[t.text]}}function n(l,e){for(var t=Array(l.length),d=0;dthis.dirtyCounter&&(this.dirtyCounter=NaN),this.dirtyCounter++},this.undo=function(r){var e=this.$undoStack.pop(),t=null;return e&&(t=this.$doc.undoChanges(e,r),this.$redoStack.push(e),this.dirtyCounter--),t},this.redo=function(r){var e=this.$redoStack.pop(),t=null;return e&&(t=this.$doc.redoChanges(this.$deserializeDeltas(e),r),this.$undoStack.push(e),this.dirtyCounter++),t},this.reset=function(){this.$undoStack=[],this.$redoStack=[],this.dirtyCounter=0},this.hasUndo=function(){return 0r&&(p=o.end.row+1,r=(o=e.getNextFoldLine(p,o))?o.start.row:1/0),p>n){for(;this.$cells.length>m+1;)d=this.$cells.pop(),this.element.removeChild(d.element);break}(d=this.$cells[++m])||((d={element:null,textNode:null,foldWidget:null}).element=_.createElement('div'),d.textNode=document.createTextNode(''),d.element.appendChild(d.textNode),this.element.appendChild(d.element),this.$cells[m]=d);var f='ace_gutter-cell ';if(a[p]&&(f+=a[p]),l[p]&&(f+=l[p]),this.$annotations[p]&&(f+=this.$annotations[p].className),d.element.className!=f&&(d.element.className=f),(C=e.getRowLength(p)*i.lineHeight+'px')!=d.element.style.height&&(d.element.style.height=C),s){var g=s[p];null==g&&(g=s[p]=e.getFoldWidget(p))}if(g){d.foldWidget||(d.foldWidget=_.createElement('span'),d.element.appendChild(d.foldWidget)),f='ace_fold-widget ace_'+g,f+='start'==g&&p==r&&pt.right-e.right?'foldWidgets':void 0}}).call(o.prototype),e.Gutter=o}),ace.define('ace/layer/marker',['require','exports','module','ace/range','ace/lib/dom'],function(n,e){'use strict';var p=n('../range').Range,t=n('../lib/dom'),a=function(n){this.element=t.createElement('div'),this.element.className='ace_layer ace_marker-layer',n.appendChild(this.element)};(function(){this.$padding=0,this.setPadding=function(t){this.$padding=t},this.setSession=function(t){this.session=t},this.setMarkers=function(t){this.markers=t},this.update=function(a){if(a){this.config=a;var e=[];for(var t in this.markers){var n=this.markers[t];if(n.range){var i=n.range.clipRows(a.firstRow,a.lastRow);if(!i.isEmpty())if(i=i.toScreenRange(this.session),n.renderer){var o=this.$getTop(i.start.row,a),r=this.$padding+i.start.column*a.characterWidth;n.renderer(e,i,r,o,a)}else'fullLine'==n.type?this.drawFullLineMarker(e,i,n.clazz,a):'screenLine'==n.type?this.drawScreenLineMarker(e,i,n.clazz,a):i.isMultiLine()?'text'==n.type?this.drawTextMarker(e,i,n.clazz,a):this.drawMultiLineMarker(e,i,n.clazz,a):this.drawSingleLineMarker(e,i,n.clazz+' ace_start ace_br15',a)}else n.update(e,this,this.session,a)}this.element.innerHTML=e.join('')}},this.$getTop=function(n,e){return(n-e.firstRowScreen)*e.lineHeight},this.drawTextMarker=function(i,e,t,n,o){for(var r=this.session,s=e.start.row,a=e.end.row,l=s,c=0,u=0,g=r.getScreenLastRowColumn(l),d=new p(l,e.start.column,l,u);l<=a;l++)d.start.row=d.end.row=l,d.start.column=l==s?e.start.column:r.getRowWrapIndent(l),d.end.column=g,c=u,u=g,g=l+1g?4:0)|(l==a?8:0)),n,l==a?0:1,o)},this.drawMultiLineMarker=function(d,e,t,n,i){var o=this.$padding,r=n.lineHeight,s=this.$getTop(e.start.row,n),a=o+e.start.column*n.characterWidth;i=i||'',d.push('
                      '),s=this.$getTop(e.end.row,n);var l=e.end.column*n.characterWidth;if(d.push('
                      '),!(0>=(r=(e.end.row-e.start.row-1)*n.lineHeight))){s=this.$getTop(e.start.row+1,n);var c=(e.start.column?1:0)|(e.end.column?0:8);d.push('
                      ')}},this.drawSingleLineMarker=function(d,e,t,n,i,o){var r=n.lineHeight,s=(e.end.column+(i||0)-e.start.column)*n.characterWidth,a=this.$getTop(e.start.row,n),l=this.$padding+e.start.column*n.characterWidth;d.push('
                      ')},this.drawFullLineMarker=function(a,e,t,n,i){var o=this.$getTop(e.start.row,n),r=n.lineHeight;e.start.row!=e.end.row&&(r+=this.$getTop(e.end.row,n)-o),a.push('
                      ')},this.drawScreenLineMarker=function(a,e,t,n,i){var o=this.$getTop(e.start.row,n),r=n.lineHeight;a.push('
                      ')}}).call(a.prototype),e.Marker=a}),ace.define('ace/layer/text',['require','exports','module','ace/lib/oop','ace/lib/dom','ace/lib/lang','ace/lib/useragent','ace/lib/event_emitter'],function(n,e){'use strict';var t=n('../lib/oop'),p=n('../lib/dom'),m=n('../lib/lang'),r=(n('../lib/useragent'),n('../lib/event_emitter').EventEmitter),o=function(t){this.element=p.createElement('div'),this.element.className='ace_layer ace_text-layer',t.appendChild(this.element),this.$updateEolChar=this.$updateEolChar.bind(this)};(function(){t.implement(this,r),this.EOF_CHAR='\xB6',this.EOL_CHAR_LF='\xAC',this.EOL_CHAR_CRLF='\xA4',this.EOL_CHAR=this.EOL_CHAR_LF,this.TAB_CHAR='\u2014',this.SPACE_CHAR='\xB7',this.$padding=0,this.$updateEolChar=function(){var t='\n'==this.session.doc.getNewLineCharacter()?this.EOL_CHAR_LF:this.EOL_CHAR_CRLF;if(this.EOL_CHAR!=t)return this.EOL_CHAR=t,!0},this.setPadding=function(t){this.$padding=t,this.element.style.padding='0 '+t+'px'},this.getLineHeight=function(){return this.$fontMetrics.$characterSize.height||0},this.getCharacterWidth=function(){return this.$fontMetrics.$characterSize.width||0},this.$setFontMetrics=function(t){this.$fontMetrics=t,this.$fontMetrics.on('changeCharacterSize',function(t){this._signal('changeCharacterSize',t)}.bind(this)),this.$pollSizeChanges()},this.checkForSizeChanges=function(){this.$fontMetrics.checkForSizeChanges()},this.$pollSizeChanges=function(){return this.$pollSizeChangesTimer=this.$fontMetrics.$pollSizeChanges()},this.setSession=function(t){this.session=t,t&&this.$computeTabString()},this.showInvisibles=!1,this.setShowInvisibles=function(t){return this.showInvisibles!=t&&(this.showInvisibles=t,this.$computeTabString(),!0)},this.displayIndentGuides=!0,this.setDisplayIndentGuides=function(t){return this.displayIndentGuides!=t&&(this.displayIndentGuides=t,this.$computeTabString(),!0)},this.$tabStrings=[],this.onChangeTabSize=this.$computeTabString=function(){var r=this.session.getTabSize();this.tabSize=r;for(var e=this.$tabStrings=[0],t=1;t'+m.stringRepeat(this.TAB_CHAR,t)+''):e.push(m.stringRepeat(' ',t));if(this.displayIndentGuides){this.$indentGuideRe=/\s\S| \t|\t |\s$/;var n='ace_indent-guide',i='',o='';if(this.showInvisibles){n+=' ace_invisible',i=' ace_invisible_space',o=' ace_invisible_tab';var s=m.stringRepeat(this.SPACE_CHAR,this.tabSize),a=m.stringRepeat(this.TAB_CHAR,this.tabSize)}else a=s=m.stringRepeat(' ',this.tabSize);this.$tabStrings[' ']=''+s+'',this.$tabStrings['\t']=''+a+''}},this.updateLines=function(d,e,t){this.config.lastRow==d.lastRow&&this.config.firstRow==d.firstRow||this.scrollLines(d),this.config=d;for(var n=S(e,d.firstRow),i=b(t,d.lastRow),o=this.element.childNodes,r=0,s=d.firstRow;sa&&(s=c.end.row+1,a=(c=this.session.getNextFoldLine(s,c))?c.start.row:1/0),!(s>i);){if(l=o[r++],l){var p=[];this.$renderLine(p,s,!this.$useLineGroups(),s==a&&c),l.style.height=d.lineHeight*this.session.getRowLength(s)+'px',l.innerHTML=p.join('')}s++}},this.scrollLines=function(r){var e=this.config;if(this.config=r,!e||e.lastRowr.lastRow)for(n=this.session.getFoldedRowCount(r.lastRow+1,e.lastRow);0e.lastRow&&(i=this.$renderLinesFragment(r,e.lastRow+1,r.lastRow),a.appendChild(i))},this.$renderLinesFragment=function(o,e,t){for(var n=this.element.ownerDocument.createDocumentFragment(),i=e,r=this.session.getNextFoldLine(i),s=r?r.start.row:1/0;i>s&&(i=r.end.row+1,s=(r=this.session.getNextFoldLine(i,r))?r.start.row:1/0),!(i>t);){var a=p.createElement('div'),l=[];if(this.$renderLine(l,i,!1,i==s&&r),a.innerHTML=l.join(''),this.$useLineGroups())a.className='ace_line_group',n.appendChild(a),a.style.height=o.lineHeight*this.session.getRowLength(i)+'px';else for(;a.firstChild;)n.appendChild(a.firstChild);i++}return n},this.update=function(a){this.config=a;for(var e=[],t=a.firstRow,n=a.lastRow,i=t,o=this.session.getNextFoldLine(i),r=o?o.start.row:1/0;i>r&&(i=o.end.row+1,r=(o=this.session.getNextFoldLine(i,o))?o.start.row:1/0),!(i>n);)this.$useLineGroups()&&e.push('
                      '),this.$renderLine(e,i,!1,i==r&&o),this.$useLineGroups()&&e.push('
                      '),i++;this.element.innerHTML=e.join('')},this.$textToken={text:!0,rparen:!0,lparen:!0},this.$renderToken=function(r,d,e,t){var p=this,n=t.replace(/\t|&|<|>|( +)|([\x00-\x1f\x80-\xa0\xad\u1680\u180E\u2000-\u200f\u2028\u2029\u202F\u205F\u3000\uFEFF\uFFF9-\uFFFC])|[\u1100-\u115F\u11A3-\u11A7\u11FA-\u11FF\u2329-\u232A\u2E80-\u2E99\u2E9B-\u2EF3\u2F00-\u2FD5\u2FF0-\u2FFB\u3000-\u303E\u3041-\u3096\u3099-\u30FF\u3105-\u312D\u3131-\u318E\u3190-\u31BA\u31C0-\u31E3\u31F0-\u321E\u3220-\u3247\u3250-\u32FE\u3300-\u4DBF\u4E00-\uA48C\uA490-\uA4C6\uA960-\uA97C\uAC00-\uD7A3\uD7B0-\uD7C6\uD7CB-\uD7FB\uF900-\uFAFF\uFE10-\uFE19\uFE30-\uFE52\uFE54-\uFE66\uFE68-\uFE6B\uFF01-\uFF60\uFFE0-\uFFE6]/g,function(t,e,n,r){if(e)return p.showInvisibles?''+m.stringRepeat(p.SPACE_CHAR,t.length)+'':t;if('&'==t)return'&';if('<'==t)return'<';if('>'==t)return'>';if('\t'==t){var a=p.session.getScreenTabSize(d+r);return d+=a-1,p.$tabStrings[a]}if('\u3000'==t){var o=p.showInvisibles?'ace_cjk ace_invisible ace_invisible_space':'ace_cjk',i=p.showInvisibles?p.SPACE_CHAR:'';return d+=1,''+i+''}return n?''+p.SPACE_CHAR+'':(d+=1,''+t+'')});if(this.$textToken[e.type])r.push(n);else{var o='ace_'+e.type.replace(/\./g,' ace_'),a='';'fold'==e.type&&(a=' style=\'width:'+e.value.length*this.config.characterWidth+'px;\' '),r.push('',n,'')}return d+t.length},this.renderIndentGuide=function(r,e,t){var n=e.search(this.$indentGuideRe);return 0>=n||n>=t?e:' '==e[0]?(n-=n%this.tabSize,r.push(m.stringRepeat(this.$tabStrings[' '],n/this.tabSize)),e.substr(n)):'\t'==e[0]?(r.push(m.stringRepeat(this.$tabStrings['\t'],n)),e.substr(n)):e},this.$renderWrappedLine=function(r,e,t,n){for(var i=0,o=0,s=t[0],a=0,l=0;l=s;)a=this.$renderToken(r,a,c,p.substring(0,s-i)),p=p.substring(s-i),i=s,n||r.push('','
                      '),r.push(m.stringRepeat('\xA0',t.indent)),a=0,s=t[++o]||d;0!=p.length&&(i+=p.length,a=this.$renderToken(r,a,c,p))}}},this.$renderSimpleLine=function(a,e){var t=0,n=e[0],i=n.value;this.displayIndentGuides&&(i=this.renderIndentGuide(a,i)),i&&(t=this.$renderToken(a,t,n,i));for(var o=1;o'),i.length){var o=this.session.getRowSplitData(e);o&&o.length?this.$renderWrappedLine(a,i,o,t):this.$renderSimpleLine(a,i)}this.showInvisibles&&(n&&(e=n.end.row),a.push('',e==this.session.getLength()-1?this.EOF_CHAR:this.EOL_CHAR,'')),t||a.push('
                      ')},this.$getFoldLineTokens=function(r,e){var l=this.session,d=[],n=l.getTokens(r);return e.walk(function(o,i,t,r,s){null==o?(s&&(n=l.getTokens(i)),n.length&&function(a,e,t){for(var n=0,o=0;o+a[n].value.lengtht-e&&(r=r.substring(0,t-e)),d.push({type:a[n].type,value:r}),o=e+r.length,n+=1);ot?d.push({type:a[n].type,value:r.substring(0,t-o)}):d.push(a[n]),o+=r.length,n+=1}}(n,r,t)):d.push({type:'fold',value:o})},e.end.row,this.session.getLine(e.end.row).length),d},this.$useLineGroups=function(){return this.session.getUseWrapMode()},this.destroy=function(){clearInterval(this.$pollSizeChangesTimer),this.$measureNode&&this.$measureNode.parentNode.removeChild(this.$measureNode),delete this.$measureNode}}).call(o.prototype),e.Text=o}),ace.define('ace/layer/cursor',['require','exports','module','ace/lib/dom'],function(n,e){'use strict';var a=n('../lib/dom'),t=function(t){this.element=a.createElement('div'),this.element.className='ace_layer ace_cursor-layer',t.appendChild(this.element),void 0==r&&(r=!('opacity'in this.element.style)),this.isVisible=!1,this.isBlinking=!0,this.blinkInterval=1e3,this.smoothBlinking=!1,this.cursors=[],this.cursor=this.addCursor(),a.addCssClass(this.element,'ace_hidden-cursors'),this.$updateCursors=(r?this.$updateVisibility:this.$updateOpacity).bind(this)},r;(function(){this.$updateVisibility=function(r){for(var e=this.cursors,t=e.length;t--;)e[t].style.visibility=r?'':'hidden'},this.$updateOpacity=function(r){for(var e=this.cursors,t=e.length;t--;)e[t].style.opacity=r?'':'0'},this.$padding=0,this.setPadding=function(t){this.$padding=t},this.setSession=function(t){this.session=t},this.setBlinking=function(t){t!=this.isBlinking&&(this.isBlinking=t,this.restartTimer())},this.setBlinkInterval=function(t){t!=this.blinkInterval&&(this.blinkInterval=t,this.restartTimer())},this.setSmoothBlinking=function(t){t==this.smoothBlinking||r||(this.smoothBlinking=t,a.setCssClass(this.element,'ace_smooth-blinking',t),this.$updateCursors(!0),this.$updateCursors=this.$updateOpacity.bind(this),this.restartTimer())},this.addCursor=function(){var t=a.createElement('div');return t.className='ace_cursor',this.element.appendChild(t),this.cursors.push(t),t},this.removeCursor=function(){if(1l.height+l.offset||0>o.top)&&1n;)this.removeCursor();var s=this.session.getOverwrite();this.$setOverwrite(s),this.$pixelPos=o,this.restartTimer()},this.drawCursor=null,this.$setOverwrite=function(t){t!=this.overwrite&&(this.overwrite=t,t?a.addCssClass(this.element,'ace_overwrite-cursors'):a.removeCssClass(this.element,'ace_overwrite-cursors'))},this.destroy=function(){clearInterval(this.intervalId),clearTimeout(this.timeoutId)}}).call(t.prototype),e.Cursor=t}),ace.define('ace/scrollbar',['require','exports','module','ace/lib/oop','ace/lib/dom','ace/lib/event','ace/lib/event_emitter'],function(n,e){'use strict';var t=n('./lib/oop'),i=n('./lib/dom'),o=n('./lib/event'),r=n('./lib/event_emitter').EventEmitter,s=function(t){this.element=i.createElement('div'),this.element.className='ace_scrollbar ace_scrollbar'+this.classSuffix,this.inner=i.createElement('div'),this.inner.className='ace_scrollbar-inner',this.element.appendChild(this.inner),t.appendChild(this.element),this.setVisible(!1),this.skipEvent=!1,o.addListener(this.element,'scroll',this.onScroll.bind(this)),o.addListener(this.element,'mousedown',o.preventDefault)};(function(){t.implement(this,r),this.setVisible=function(t){this.element.style.display=t?'':'none',this.isVisible=t,this.coeff=1}}).call(s.prototype);var a=function(n,e){s.call(this,n),this.scrollTop=0,this.scrollHeight=0,e.$scrollbarWidth=this.width=i.scrollbarWidth(n.ownerDocument),this.inner.style.width=this.element.style.width=(this.width||15)+5+'px',this.$minWidth=0};t.inherits(a,s),function(){this.classSuffix='-v',this.onScroll=function(){if(!this.skipEvent){if(this.scrollTop=this.element.scrollTop,1!=this.coeff){var t=this.element.clientHeight/this.scrollHeight;this.scrollTop=this.scrollTop*(1-t)/(this.coeff-t)}this._emit('scroll',{data:this.scrollTop})}this.skipEvent=!1},this.getWidth=function(){return S(this.isVisible?this.width:0,this.$minWidth||0)},this.setHeight=function(t){this.element.style.height=t+'px'},this.setInnerHeight=this.setScrollHeight=function(t){this.scrollHeight=t,32768e?50:100,n.parentNode.removeChild(n)},this.$setMeasureNodeStyles=function(n,e){n.width=n.height='auto',n.left=n.top='0px',n.visibility='hidden',n.position='absolute',n.whiteSpace='pre',8>r.isIE?n['font-family']='inherit':n.font='inherit',n.overflow=e?'hidden':'visible'},this.checkForSizeChanges=function(){var n=this.$measureSizes();if(n&&(this.$characterSize.width!==n.width||this.$characterSize.height!==n.height)){this.$measureNode.style.fontWeight='bold';var r=this.$measureSizes();this.$measureNode.style.fontWeight='',this.$characterSize=n,this.charSizes=Object.create(null),this.allowBoldFonts=r&&r.width===n.width&&r.height===n.height,this._emit('changeCharacterSize',{data:n})}},this.$pollSizeChanges=function(){if(this.$pollSizeChangesTimer)return this.$pollSizeChangesTimer;var t=this;return this.$pollSizeChangesTimer=setInterval(function(){t.checkForSizeChanges()},500)},this.setPolling=function(t){t?this.$pollSizeChanges():this.$pollSizeChangesTimer&&(clearInterval(this.$pollSizeChangesTimer),this.$pollSizeChangesTimer=0)},this.$measureSizes=function(){if(50==a){var n=null;try{n=this.$measureNode.getBoundingClientRect()}catch(e){n={width:0,height:0}}var e={height:n.height,width:n.width/a}}else e={height:this.$measureNode.clientHeight,width:this.$measureNode.clientWidth/a};return 0===e.width||0===e.height?null:e},this.$measureCharWidth=function(t){return this.$main.innerHTML=o.stringRepeat(t,a),this.$main.getBoundingClientRect().width/a},this.getCharacterWidth=function(n){var e=this.charSizes[n];return void 0===e&&(e=this.charSizes[n]=this.$measureCharWidth(n)/this.$characterSize.width),e},this.destroy=function(){clearInterval(this.$pollSizeChangesTimer),this.el&&this.el.parentNode&&this.el.parentNode.removeChild(this.el)}}).call(l.prototype)}),ace.define('ace/virtual_renderer',['require','exports','module','ace/lib/oop','ace/lib/dom','ace/config','ace/lib/useragent','ace/layer/gutter','ace/layer/marker','ace/layer/text','ace/layer/cursor','ace/scrollbar','ace/scrollbar','ace/renderloop','ace/layer/font_metrics','ace/lib/event_emitter'],function(n,e){'use strict';var t=n('./lib/oop'),E=n('./lib/dom'),o=n('./config'),r=n('./lib/useragent'),s=n('./layer/gutter').Gutter,a=n('./layer/marker').Marker,l=n('./layer/text').Text,c=n('./layer/cursor').Cursor,u=n('./scrollbar').HScrollBar,h=n('./scrollbar').VScrollBar,d=n('./renderloop').RenderLoop,m=n('./layer/font_metrics').FontMetrics,i=n('./lib/event_emitter').EventEmitter;E.importCssString('.ace_editor {position: relative;overflow: hidden;font: 12px/normal \'Monaco\', \'Menlo\', \'Ubuntu Mono\', \'Consolas\', \'source-code-pro\', monospace;direction: ltr;text-align: left;-webkit-tap-highlight-color: rgba(0, 0, 0, 0);}.ace_scroller {position: absolute;overflow: hidden;top: 0;bottom: 0;background-color: inherit;-ms-user-select: none;-moz-user-select: none;-webkit-user-select: none;user-select: none;cursor: text;}.ace_content {position: absolute;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;min-width: 100%;}.ace_dragging .ace_scroller:before{position: absolute;top: 0;left: 0;right: 0;bottom: 0;content: \'\';background: rgba(250, 250, 250, 0.01);z-index: 1000;}.ace_dragging.ace_dark .ace_scroller:before{background: rgba(0, 0, 0, 0.01);}.ace_selecting, .ace_selecting * {cursor: text !important;}.ace_gutter {position: absolute;overflow : hidden;width: auto;top: 0;bottom: 0;left: 0;cursor: default;z-index: 4;-ms-user-select: none;-moz-user-select: none;-webkit-user-select: none;user-select: none;}.ace_gutter-active-line {position: absolute;left: 0;right: 0;}.ace_scroller.ace_scroll-left {box-shadow: 17px 0 16px -16px rgba(0, 0, 0, 0.4) inset;}.ace_gutter-cell {padding-left: 19px;padding-right: 6px;background-repeat: no-repeat;}.ace_gutter-cell.ace_error {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAABOFBMVEX/////////QRswFAb/Ui4wFAYwFAYwFAaWGAfDRymzOSH/PxswFAb/SiUwFAYwFAbUPRvjQiDllog5HhHdRybsTi3/Tyv9Tir+Syj/UC3////XurebMBIwFAb/RSHbPx/gUzfdwL3kzMivKBAwFAbbvbnhPx66NhowFAYwFAaZJg8wFAaxKBDZurf/RB6mMxb/SCMwFAYwFAbxQB3+RB4wFAb/Qhy4Oh+4QifbNRcwFAYwFAYwFAb/QRzdNhgwFAYwFAbav7v/Uy7oaE68MBK5LxLewr/r2NXewLswFAaxJw4wFAbkPRy2PyYwFAaxKhLm1tMwFAazPiQwFAaUGAb/QBrfOx3bvrv/VC/maE4wFAbRPBq6MRO8Qynew8Dp2tjfwb0wFAbx6eju5+by6uns4uH9/f36+vr/GkHjAAAAYnRSTlMAGt+64rnWu/bo8eAA4InH3+DwoN7j4eLi4xP99Nfg4+b+/u9B/eDs1MD1mO7+4PHg2MXa347g7vDizMLN4eG+Pv7i5evs/v79yu7S3/DV7/498Yv24eH+4ufQ3Ozu/v7+y13sRqwAAADLSURBVHjaZc/XDsFgGIBhtDrshlitmk2IrbHFqL2pvXf/+78DPokj7+Fz9qpU/9UXJIlhmPaTaQ6QPaz0mm+5gwkgovcV6GZzd5JtCQwgsxoHOvJO15kleRLAnMgHFIESUEPmawB9ngmelTtipwwfASilxOLyiV5UVUyVAfbG0cCPHig+GBkzAENHS0AstVF6bacZIOzgLmxsHbt2OecNgJC83JERmePUYq8ARGkJx6XtFsdddBQgZE2nPR6CICZhawjA4Fb/chv+399kfR+MMMDGOQAAAABJRU5ErkJggg==");background-repeat: no-repeat;background-position: 2px center;}.ace_gutter-cell.ace_warning {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAAAmVBMVEX///8AAAD///8AAAAAAABPSzb/5sAAAAB/blH/73z/ulkAAAAAAAD85pkAAAAAAAACAgP/vGz/rkDerGbGrV7/pkQICAf////e0IsAAAD/oED/qTvhrnUAAAD/yHD/njcAAADuv2r/nz//oTj/p064oGf/zHAAAAA9Nir/tFIAAAD/tlTiuWf/tkIAAACynXEAAAAAAAAtIRW7zBpBAAAAM3RSTlMAABR1m7RXO8Ln31Z36zT+neXe5OzooRDfn+TZ4p3h2hTf4t3k3ucyrN1K5+Xaks52Sfs9CXgrAAAAjklEQVR42o3PbQ+CIBQFYEwboPhSYgoYunIqqLn6/z8uYdH8Vmdnu9vz4WwXgN/xTPRD2+sgOcZjsge/whXZgUaYYvT8QnuJaUrjrHUQreGczuEafQCO/SJTufTbroWsPgsllVhq3wJEk2jUSzX3CUEDJC84707djRc5MTAQxoLgupWRwW6UB5fS++NV8AbOZgnsC7BpEAAAAABJRU5ErkJggg==");background-position: 2px center;}.ace_gutter-cell.ace_info {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAAAAAA6mKC9AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAAJ0Uk5TAAB2k804AAAAPklEQVQY02NgIB68QuO3tiLznjAwpKTgNyDbMegwisCHZUETUZV0ZqOquBpXj2rtnpSJT1AEnnRmL2OgGgAAIKkRQap2htgAAAAASUVORK5CYII=");background-position: 2px center;}.ace_dark .ace_gutter-cell.ace_info {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQBAMAAADt3eJSAAAAJFBMVEUAAAChoaGAgIAqKiq+vr6tra1ZWVmUlJSbm5s8PDxubm56enrdgzg3AAAAAXRSTlMAQObYZgAAAClJREFUeNpjYMAPdsMYHegyJZFQBlsUlMFVCWUYKkAZMxZAGdxlDMQBAG+TBP4B6RyJAAAAAElFTkSuQmCC");}.ace_scrollbar {position: absolute;right: 0;bottom: 0;z-index: 6;}.ace_scrollbar-inner {position: absolute;cursor: text;left: 0;top: 0;}.ace_scrollbar-v{overflow-x: hidden;overflow-y: scroll;top: 0;}.ace_scrollbar-h {overflow-x: scroll;overflow-y: hidden;left: 0;}.ace_print-margin {position: absolute;height: 100%;}.ace_text-input {position: absolute;z-index: 0;width: 0.5em;height: 1em;opacity: 0;background: transparent;-moz-appearance: none;appearance: none;border: none;resize: none;outline: none;overflow: hidden;font: inherit;padding: 0 1px;margin: 0 -1px;text-indent: -1em;-ms-user-select: text;-moz-user-select: text;-webkit-user-select: text;user-select: text;white-space: pre!important;}.ace_text-input.ace_composition {background: inherit;color: inherit;z-index: 1000;opacity: 1;text-indent: 0;}.ace_layer {z-index: 1;position: absolute;overflow: hidden;word-wrap: normal;white-space: pre;height: 100%;width: 100%;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;pointer-events: none;}.ace_gutter-layer {position: relative;width: auto;text-align: right;pointer-events: auto;}.ace_text-layer {font: inherit !important;}.ace_cjk {display: inline-block;text-align: center;}.ace_cursor-layer {z-index: 4;}.ace_cursor {z-index: 4;position: absolute;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;border-left: 2px solid;transform: translatez(0);}.ace_multiselect .ace_cursor {border-left-width: 1px;}.ace_slim-cursors .ace_cursor {border-left-width: 1px;}.ace_overwrite-cursors .ace_cursor {border-left-width: 0;border-bottom: 1px solid;}.ace_hidden-cursors .ace_cursor {opacity: 0.2;}.ace_smooth-blinking .ace_cursor {-webkit-transition: opacity 0.18s;transition: opacity 0.18s;}.ace_marker-layer .ace_step, .ace_marker-layer .ace_stack {position: absolute;z-index: 3;}.ace_marker-layer .ace_selection {position: absolute;z-index: 5;}.ace_marker-layer .ace_bracket {position: absolute;z-index: 6;}.ace_marker-layer .ace_active-line {position: absolute;z-index: 2;}.ace_marker-layer .ace_selected-word {position: absolute;z-index: 4;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;}.ace_line .ace_fold {-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;display: inline-block;height: 11px;margin-top: -2px;vertical-align: middle;background-image:url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABEAAAAJCAYAAADU6McMAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJpJREFUeNpi/P//PwOlgAXGYGRklAVSokD8GmjwY1wasKljQpYACtpCFeADcHVQfQyMQAwzwAZI3wJKvCLkfKBaMSClBlR7BOQikCFGQEErIH0VqkabiGCAqwUadAzZJRxQr/0gwiXIal8zQQPnNVTgJ1TdawL0T5gBIP1MUJNhBv2HKoQHHjqNrA4WO4zY0glyNKLT2KIfIMAAQsdgGiXvgnYAAAAASUVORK5CYII="),url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAA3CAYAAADNNiA5AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACJJREFUeNpi+P//fxgTAwPDBxDxD078RSX+YeEyDFMCIMAAI3INmXiwf2YAAAAASUVORK5CYII=");background-repeat: no-repeat, repeat-x;background-position: center center, top left;color: transparent;border: 1px solid black;border-radius: 2px;cursor: pointer;pointer-events: auto;}.ace_dark .ace_fold {}.ace_fold:hover{background-image:url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABEAAAAJCAYAAADU6McMAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJpJREFUeNpi/P//PwOlgAXGYGRklAVSokD8GmjwY1wasKljQpYACtpCFeADcHVQfQyMQAwzwAZI3wJKvCLkfKBaMSClBlR7BOQikCFGQEErIH0VqkabiGCAqwUadAzZJRxQr/0gwiXIal8zQQPnNVTgJ1TdawL0T5gBIP1MUJNhBv2HKoQHHjqNrA4WO4zY0glyNKLT2KIfIMAAQsdgGiXvgnYAAAAASUVORK5CYII="),url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAA3CAYAAADNNiA5AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACBJREFUeNpi+P//fz4TAwPDZxDxD5X4i5fLMEwJgAADAEPVDbjNw87ZAAAAAElFTkSuQmCC");}.ace_tooltip {background-color: #FFF;background-image: -webkit-linear-gradient(top, transparent, rgba(0, 0, 0, 0.1));background-image: linear-gradient(to bottom, transparent, rgba(0, 0, 0, 0.1));border: 1px solid gray;border-radius: 1px;box-shadow: 0 1px 2px rgba(0, 0, 0, 0.3);color: black;max-width: 100%;padding: 3px 4px;position: fixed;z-index: 999999;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;cursor: default;white-space: pre;word-wrap: break-word;line-height: normal;font-style: normal;font-weight: normal;letter-spacing: normal;pointer-events: none;}.ace_folding-enabled > .ace_gutter-cell {padding-right: 13px;}.ace_fold-widget {-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;margin: 0 -12px 0 1px;display: none;width: 11px;vertical-align: top;background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAANElEQVR42mWKsQ0AMAzC8ixLlrzQjzmBiEjp0A6WwBCSPgKAXoLkqSot7nN3yMwR7pZ32NzpKkVoDBUxKAAAAABJRU5ErkJggg==");background-repeat: no-repeat;background-position: center;border-radius: 3px;border: 1px solid transparent;cursor: pointer;}.ace_folding-enabled .ace_fold-widget {display: inline-block; }.ace_fold-widget.ace_end {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAANElEQVR42m3HwQkAMAhD0YzsRchFKI7sAikeWkrxwScEB0nh5e7KTPWimZki4tYfVbX+MNl4pyZXejUO1QAAAABJRU5ErkJggg==");}.ace_fold-widget.ace_closed {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAMAAAAGCAYAAAAG5SQMAAAAOUlEQVR42jXKwQkAMAgDwKwqKD4EwQ26sSOkVWjgIIHAzPiCgaqiqnJHZnKICBERHN194O5b9vbLuAVRL+l0YWnZAAAAAElFTkSuQmCCXA==");}.ace_fold-widget:hover {border: 1px solid rgba(0, 0, 0, 0.3);background-color: rgba(255, 255, 255, 0.2);box-shadow: 0 1px 1px rgba(255, 255, 255, 0.7);}.ace_fold-widget:active {border: 1px solid rgba(0, 0, 0, 0.4);background-color: rgba(0, 0, 0, 0.05);box-shadow: 0 1px 1px rgba(255, 255, 255, 0.8);}.ace_dark .ace_fold-widget {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHklEQVQIW2P4//8/AzoGEQ7oGCaLLAhWiSwB146BAQCSTPYocqT0AAAAAElFTkSuQmCC");}.ace_dark .ace_fold-widget.ace_end {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAH0lEQVQIW2P4//8/AxQ7wNjIAjDMgC4AxjCVKBirIAAF0kz2rlhxpAAAAABJRU5ErkJggg==");}.ace_dark .ace_fold-widget.ace_closed {background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAMAAAAFCAYAAACAcVaiAAAAHElEQVQIW2P4//+/AxAzgDADlOOAznHAKgPWAwARji8UIDTfQQAAAABJRU5ErkJggg==");}.ace_dark .ace_fold-widget:hover {box-shadow: 0 1px 1px rgba(255, 255, 255, 0.2);background-color: rgba(255, 255, 255, 0.1);}.ace_dark .ace_fold-widget:active {box-shadow: 0 1px 1px rgba(255, 255, 255, 0.2);}.ace_fold-widget.ace_invalid {background-color: #FFB4B4;border-color: #DE5555;}.ace_fade-fold-widgets .ace_fold-widget {-webkit-transition: opacity 0.4s ease 0.05s;transition: opacity 0.4s ease 0.05s;opacity: 0;}.ace_fade-fold-widgets:hover .ace_fold-widget {-webkit-transition: opacity 0.05s ease 0.05s;transition: opacity 0.05s ease 0.05s;opacity:1;}.ace_underline {text-decoration: underline;}.ace_bold {font-weight: bold;}.ace_nobold .ace_bold {font-weight: normal;}.ace_italic {font-style: italic;}.ace_error-marker {background-color: rgba(255, 0, 0,0.2);position: absolute;z-index: 9;}.ace_highlight-marker {background-color: rgba(255, 255, 0,0.2);position: absolute;z-index: 8;}.ace_br1 {border-top-left-radius : 3px;}.ace_br2 {border-top-right-radius : 3px;}.ace_br3 {border-top-left-radius : 3px; border-top-right-radius: 3px;}.ace_br4 {border-bottom-right-radius: 3px;}.ace_br5 {border-top-left-radius : 3px; border-bottom-right-radius: 3px;}.ace_br6 {border-top-right-radius : 3px; border-bottom-right-radius: 3px;}.ace_br7 {border-top-left-radius : 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px;}.ace_br8 {border-bottom-left-radius : 3px;}.ace_br9 {border-top-left-radius : 3px; border-bottom-left-radius: 3px;}.ace_br10{border-top-right-radius : 3px; border-bottom-left-radius: 3px;}.ace_br11{border-top-left-radius : 3px; border-top-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br12{border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br13{border-top-left-radius : 3px; border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br14{border-top-right-radius : 3px; border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br15{border-top-left-radius : 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_text-input-ios {position: absolute !important;top: -100000px !important;left: -100000px !important;}','ace_editor.css');var f=function(p,e){var t=this;this.container=p||E.createElement('div'),this.$keepTextAreaAtCursor=!r.isOldIE,E.addCssClass(this.container,'ace_editor'),this.setTheme(e),this.$gutter=E.createElement('div'),this.$gutter.className='ace_gutter',this.container.appendChild(this.$gutter),this.scroller=E.createElement('div'),this.scroller.className='ace_scroller',this.container.appendChild(this.scroller),this.content=E.createElement('div'),this.content.className='ace_content',this.scroller.appendChild(this.content),this.$gutterLayer=new s(this.$gutter),this.$gutterLayer.on('changeGutterWidth',this.onGutterResize.bind(this)),this.$markerBack=new a(this.content);var n=this.$textLayer=new l(this.content);this.canvas=n.element,this.$markerFront=new a(this.content),this.$cursorLayer=new c(this.content),this.$horizScroll=!1,this.$vScroll=!1,this.scrollBar=this.scrollBarV=new h(this.container,this),this.scrollBarH=new u(this.container,this),this.scrollBarV.addEventListener('scroll',function(n){t.$scrollAnimation||t.session.setScrollTop(n.data-t.scrollMargin.top)}),this.scrollBarH.addEventListener('scroll',function(n){t.$scrollAnimation||t.session.setScrollLeft(n.data-t.scrollMargin.left)}),this.scrollTop=0,this.scrollLeft=0,this.cursorPos={row:0,column:0},this.$fontMetrics=new m(this.container),this.$textLayer.$setFontMetrics(this.$fontMetrics),this.$textLayer.addEventListener('changeCharacterSize',function(n){t.updateCharacterSize(),t.onResize(!0,t.gutterWidth,t.$size.width,t.$size.height),t._signal('changeCharacterSize',n)}),this.$size={width:0,height:0,scrollerHeight:0,scrollerWidth:0,$dirty:!0},this.layerConfig={width:1,padding:0,firstRow:0,firstRowScreen:0,lastRow:0,lineHeight:0,characterWidth:0,minHeight:1,maxHeight:1,offset:0,height:1,gutterOffset:1},this.scrollMargin={left:0,right:0,top:0,bottom:0,v:0,h:0},this.$loop=new d(this.$renderChanges.bind(this),this.container.ownerDocument.defaultView),this.$loop.schedule(this.CHANGE_FULL),this.updateCharacterSize(),this.setPadding(4),o.resetOptions(this),o._emit('renderer',this)};(function(){this.CHANGE_CURSOR=1,this.CHANGE_MARKER=2,this.CHANGE_GUTTER=4,this.CHANGE_SCROLL=8,this.CHANGE_LINES=16,this.CHANGE_TEXT=32,this.CHANGE_SIZE=64,this.CHANGE_MARKER_BACK=128,this.CHANGE_MARKER_FRONT=256,this.CHANGE_FULL=512,this.CHANGE_H_SCROLL=1024,t.implement(this,i),this.updateCharacterSize=function(){this.$textLayer.allowBoldFonts!=this.$allowBoldFonts&&(this.$allowBoldFonts=this.$textLayer.allowBoldFonts,this.setStyle('ace_nobold',!this.$allowBoldFonts)),this.layerConfig.characterWidth=this.characterWidth=this.$textLayer.getCharacterWidth(),this.layerConfig.lineHeight=this.lineHeight=this.$textLayer.getLineHeight(),this.$updatePrintMargin()},this.setSession=function(t){this.session&&this.session.doc.off('changeNewLineMode',this.onChangeNewLineMode),this.session=t,t&&this.scrollMargin.top&&0>=t.getScrollTop()&&t.setScrollTop(-this.scrollMargin.top),this.$cursorLayer.setSession(t),this.$markerBack.setSession(t),this.$markerFront.setSession(t),this.$gutterLayer.setSession(t),this.$textLayer.setSession(t),t&&(this.$loop.schedule(this.CHANGE_FULL),this.session.$setFontMetrics(this.$fontMetrics),this.scrollBarH.scrollLeft=this.scrollBarV.scrollTop=null,this.onChangeNewLineMode=this.onChangeNewLineMode.bind(this),this.onChangeNewLineMode(),this.session.doc.on('changeNewLineMode',this.onChangeNewLineMode))},this.updateLines=function(r,a,o){if(void 0===a&&(a=1/0),this.$changedLines?(this.$changedLines.firstRow>r&&(this.$changedLines.firstRow=r),this.$changedLines.lastRowthis.layerConfig.lastRow||this.$loop.schedule(this.CHANGE_LINES)},this.onChangeNewLineMode=function(){this.$loop.schedule(this.CHANGE_TEXT),this.$textLayer.$updateEolChar()},this.onChangeTabSize=function(){this.$loop.schedule(this.CHANGE_TEXT|this.CHANGE_MARKER),this.$textLayer.onChangeTabSize()},this.updateText=function(){this.$loop.schedule(this.CHANGE_TEXT)},this.updateFull=function(t){t?this.$renderChanges(this.CHANGE_FULL,!0):this.$loop.schedule(this.CHANGE_FULL)},this.updateFontSize=function(){this.$textLayer.checkForSizeChanges()},this.$changes=0,this.$updateSizeAsync=function(){this.$loop.pending?this.$size.$dirty=!0:this.onResize()},this.onResize=function(a,e,t,s){if(!(2e||e>a.height-i)n.top=n.left='0';else{var o=this.characterWidth;if(this.$composition){var r=this.textarea.value.replace(/^\x01+/,'');o*=this.session.$getStringScreenWidth(r)[0]+2,i+=2}(t-=this.scrollLeft)>this.$size.scrollerWidth-o&&(t=this.$size.scrollerWidth-o),t+=this.gutterWidth,n.height=i+'px',n.width=o+'px',n.left=b(t,this.$size.scrollerWidth-o)+'px',n.top=b(e,this.$size.height-i)+'px'}}},this.getFirstVisibleRow=function(){return this.layerConfig.firstRow},this.getFirstFullyVisibleRow=function(){return this.layerConfig.firstRow+(0===this.layerConfig.offset?0:1)},this.getLastFullyVisibleRow=function(){var n=this.layerConfig,e=n.lastRow;return this.session.documentToScreenRow(e,0)*n.lineHeight-this.session.getScrollTop()>n.height-n.lineHeight?e-1:e},this.getLastVisibleRow=function(){return this.layerConfig.lastRow},this.$padding=null,this.setPadding=function(t){this.$padding=t,this.$textLayer.setPadding(t),this.$cursorLayer.setPadding(t),this.$markerFront.setPadding(t),this.$markerBack.setPadding(t),this.$loop.schedule(this.CHANGE_FULL),this.$updatePrintMargin()},this.setScrollMargin=function(r,e,t,n){var a=this.scrollMargin;a.top=0|r,a.bottom=0|e,a.right=0|n,a.left=0|t,a.v=a.top+a.bottom,a.h=a.left+a.right,a.top&&0>=this.scrollTop&&this.session&&this.session.setScrollTop(-a.top),this.updateFull()},this.getHScrollBarAlwaysVisible=function(){return this.$hScrollBarAlwaysVisible},this.setHScrollBarAlwaysVisible=function(t){this.setOption('hScrollBarAlwaysVisible',t)},this.getVScrollBarAlwaysVisible=function(){return this.$vScrollBarAlwaysVisible},this.setVScrollBarAlwaysVisible=function(t){this.setOption('vScrollBarAlwaysVisible',t)},this.$updateScrollBarV=function(){var n=this.layerConfig.maxHeight,e=this.$size.scrollerHeight;!this.$maxLines&&this.$scrollPastEnd&&(n-=(e-this.lineHeight)*this.$scrollPastEnd,this.scrollTop>n-e&&(n=this.scrollTop+e,this.scrollBarV.scrollTop=null)),this.scrollBarV.setScrollHeight(n+this.scrollMargin.v),this.scrollBarV.setScrollTop(this.scrollTop+this.scrollMargin.top)},this.$updateScrollBarH=function(){this.scrollBarH.setScrollWidth(this.layerConfig.width+2*this.$padding+this.scrollMargin.h),this.scrollBarH.setScrollLeft(this.scrollLeft+this.scrollMargin.left)},this.$frozen=!1,this.freeze=function(){this.$frozen=!0},this.unfreeze=function(){this.$frozen=!1},this.$renderChanges=function(r,e){if(this.$changes&&(r|=this.$changes,this.$changes=0),this.session&&this.container.offsetWidth&&!this.$frozen&&(r||e)){if(this.$size.$dirty)return this.$changes|=r,this.onResize(!0);this.lineHeight||this.$textLayer.checkForSizeChanges(),this._signal('beforeRender');var t=this.layerConfig;if(r&this.CHANGE_FULL||r&this.CHANGE_SIZE||r&this.CHANGE_TEXT||r&this.CHANGE_LINES||r&this.CHANGE_SCROLL||r&this.CHANGE_H_SCROLL){if(r|=this.$computeLayerConfig(),t.firstRow!=this.layerConfig.firstRow&&t.firstRowScreen==this.layerConfig.firstRowScreen){var n=this.scrollTop+(t.firstRow-this.layerConfig.firstRow)*this.lineHeight;0=this.scrollLeft?'ace_scroller':'ace_scroller ace_scroll-left'),r&this.CHANGE_FULL)return this.$textLayer.update(t),this.$showGutter&&this.$gutterLayer.update(t),this.$markerBack.update(t),this.$markerFront.update(t),this.$cursorLayer.update(t),this.$moveTextAreaToCursor(),this.$highlightGutterLine&&this.$updateGutterLineHighlight(),void this._signal('afterRender');if(r&this.CHANGE_SCROLL)return r&this.CHANGE_TEXT||r&this.CHANGE_LINES?this.$textLayer.update(t):this.$textLayer.scrollLines(t),this.$showGutter&&this.$gutterLayer.update(t),this.$markerBack.update(t),this.$markerFront.update(t),this.$cursorLayer.update(t),this.$highlightGutterLine&&this.$updateGutterLineHighlight(),this.$moveTextAreaToCursor(),void this._signal('afterRender');r&this.CHANGE_TEXT?(this.$textLayer.update(t),this.$showGutter&&this.$gutterLayer.update(t)):r&this.CHANGE_LINES?(this.$updateLines()||r&this.CHANGE_GUTTER&&this.$showGutter)&&this.$gutterLayer.update(t):(r&this.CHANGE_TEXT||r&this.CHANGE_GUTTER)&&this.$showGutter&&this.$gutterLayer.update(t),r&this.CHANGE_CURSOR&&(this.$cursorLayer.update(t),this.$moveTextAreaToCursor(),this.$highlightGutterLine&&this.$updateGutterLineHighlight()),r&(this.CHANGE_MARKER|this.CHANGE_MARKER_FRONT)&&this.$markerFront.update(t),r&(this.CHANGE_MARKER|this.CHANGE_MARKER_BACK)&&this.$markerBack.update(t),this._signal('afterRender')}else this.$changes|=r},this.$autosize=function(){var r=this.session.getScreenLength()*this.lineHeight,e=this.$maxLines*this.lineHeight,t=b(e,S((this.$minLines||1)*this.lineHeight,r))+this.scrollMargin.v+(this.$extraHeight||0);this.$horizScroll&&(t+=this.scrollBarH.getHeight()),this.$maxPixelHeight&&t>this.$maxPixelHeight&&(t=this.$maxPixelHeight);var n=r>e;if(t!=this.desiredHeight||this.$size.height!=this.desiredHeight||n!=this.$vScroll){n!=this.$vScroll&&(this.$vScroll=n,this.scrollBarV.setVisible(n));var a=this.container.clientWidth;this.container.style.height=t+'px',this.$updateCachedSize(!0,this.$gutterWidth,a,t),this.desiredHeight=t,this._signal('autosize')}},this.$computeLayerConfig=function(){var x=this.session,e=this.$size,t=e.height<=2*this.lineHeight,R=this.session.getScreenLength()*this.lineHeight,F=this.$getLongestLine(),w=!t&&(this.$hScrollBarAlwaysVisible||0>e.scrollerWidth-F-2*this.$padding),r=this.$horizScroll!==w;r&&(this.$horizScroll=w,this.scrollBarH.setVisible(w));var s=this.$vScroll;this.$maxLines&&1e.scrollerHeight-R+L||this.scrollTop>u.top),d=s!==h;d&&(this.$vScroll=h,this.scrollBarV.setVisible(h));var m=T(M/this.lineHeight)-1,g=S(0,y((this.scrollTop-a)/this.lineHeight)),B=g+m,D=this.lineHeight,I,N;g=x.screenToDocumentRow(g,0);var f=x.getFoldLine(g);f&&(g=f.start.row),I=x.documentToScreenRow(g,0),N=x.getRowLength(g)*D,B=b(x.screenToDocumentRow(B,0),x.getLength()-1),M=e.scrollerHeight+x.getRowLength(B)*D+N,a=this.scrollTop-I*D;var v=0;return this.layerConfig.width!=F&&(v=this.CHANGE_H_SCROLL),(r||d)&&(v=this.$updateCachedSize(!0,this.gutterWidth,e.width,e.height),this._signal('scrollbarVisibilityChanged'),d&&(F=this.$getLongestLine())),this.layerConfig={width:F,padding:this.$padding,firstRow:g,firstRowScreen:I,lastRow:B,lineHeight:D,characterWidth:this.characterWidth,minHeight:M,maxHeight:R,offset:a,gutterOffset:D?S(0,T((a+e.height-e.scrollerHeight)/D)):0,height:this.$size.scrollerHeight},v},this.$updateLines=function(){if(this.$changedLines){var r=this.$changedLines.firstRow,e=this.$changedLines.lastRow;this.$changedLines=null;var t=this.layerConfig;if(!(r>t.lastRow+1||eo?(e&&a+r>o+this.lineHeight&&(o-=e*this.$size.scrollerHeight),0==o&&(o=-this.scrollMargin.top),this.session.setScrollTop(o)):a+this.$size.scrollerHeight-si?(ie&&this.session.getScrollTop()>=1-this.scrollMargin.top||0n&&this.session.getScrollLeft()>=1-this.scrollMargin.left||0this.$doc.getLength()>>1?this.call('setValue',[this.$doc.getValue()]):this.emit('change',{data:t}))}}).call(n.prototype);var r=function(r,e,t){this.$sendDeltaQueue=this.$sendDeltaQueue.bind(this),this.changeListener=this.changeListener.bind(this),this.callbackId=1,this.callbacks={},this.messageBuffer=[];var n=null,i=!1,o=Object.create(p),a=this;this.$worker={},this.$worker.terminate=function(){},this.$worker.postMessage=function(t){a.messageBuffer.push(t),n&&(i?setTimeout(s):s())},this.setEmitSync=function(t){i=t};var s=function(){var t=a.messageBuffer.shift();t.command?n[t.command].apply(n,t.args):t.event&&o._signal(t.event,t.data)};o.postMessage=function(t){a.onMessage({data:t})},o.callback=function(n,r){this.postMessage({type:'call',id:r,data:n})},o.emit=function(n,r){this.postMessage({type:'event',name:n,data:r})},u.loadModule(['worker',e],function(r){for(n=new r[t](o);a.messageBuffer.length;)s()})};r.prototype=n.prototype,e.UIWorkerClient=r,e.WorkerClient=n,e.createWorker=a}),ace.define('ace/placeholder',['require','exports','module','ace/range','ace/lib/event_emitter','ace/lib/oop'],function(n,e){'use strict';var d=n('./range').Range,t=n('./lib/event_emitter').EventEmitter,a=n('./lib/oop'),r=function(l,e,t,n,i,o){var r=this;this.length=e,this.session=l,this.doc=l.getDocument(),this.mainClass=i,this.othersClass=o,this.$onUpdate=this.onUpdate.bind(this),this.doc.on('change',this.$onUpdate),this.$others=n,this.$onCursorChange=function(){setTimeout(function(){r.onCursorChange()})},this.$pos=t;var s=l.getUndoManager().$undoStack||l.getUndoManager().$undostack||{length:-1};this.$undoStackDepth=s.length,this.setup(),l.selection.on('changeCursor',this.$onCursorChange)};(function(){a.implement(this,t),this.setup=function(){var r=this,e=this.doc,t=this.session;this.selectionBefore=t.selection.toJSON(),t.selection.inMultiSelectMode&&t.selection.toSingleRange(),this.pos=e.createAnchor(this.$pos.row,this.$pos.column);var n=this.pos;n.$insertRight=!0,n.detach(),n.markerId=t.addMarker(new d(n.row,n.column,n.row,n.column+this.length),this.mainClass,null,!1),this.others=[],this.$others.forEach(function(t){var n=e.createAnchor(t.row,t.column);n.$insertRight=!0,n.detach(),r.others.push(n)}),t.setUndoSelect(!1)},this.showOtherMarkers=function(){if(!this.othersActive){var r=this.session,e=this;this.othersActive=!0,this.others.forEach(function(t){t.markerId=r.addMarker(new d(t.row,t.column,t.row,t.column+e.length),e.othersClass,null,!1)})}},this.hideOtherMarkers=function(){if(this.othersActive){this.othersActive=!1;for(var t=0;t=this.pos.column&&e.start.column<=this.pos.column+this.length+1,o=e.start.column-this.pos.column;if(this.updateAnchors(i),n&&(this.length+=t),n&&!this.session.$fromUndo)if('insert'===i.action)for(var r=this.others.length-1,s;0<=r;r--)s={row:(a=this.others[r]).row,column:a.column+o},this.doc.insertMergedLines(s,i.lines);else if('remove'===i.action)for(r=this.others.length-1;0<=r;r--){var a;s={row:(a=this.others[r]).row,column:a.column+o},this.doc.remove(new d(s.row,s.column,s.row,s.column-t))}this.$updating=!1,this.updateMarkers()}},this.updateAnchors=function(n){this.pos.onChange(n);for(var e=this.others.length;e--;)this.others[e].onChange(n);this.updateMarkers()},this.updateMarkers=function(){if(!this.$updating){var r=this,e=this.session,t=function(t,n){e.removeMarker(t.markerId),t.markerId=e.addMarker(new d(t.row,t.column,t.row,t.column+r.length),n,null,!1)};t(this.pos,this.mainClass);for(var n=this.others.length;n--;)t(this.others[n],this.othersClass)}},this.onCursorChange=function(n){if(!this.$updating&&this.session){var e=this.session.selection.getCursor();e.row===this.pos.row&&e.column>=this.pos.column&&e.column<=this.pos.column+this.length?(this.showOtherMarkers(),this._emit('cursorEnter',n)):(this.hideOtherMarkers(),this._emit('cursorLeave',n))}},this.detach=function(){this.session.removeMarker(this.pos&&this.pos.markerId),this.hideOtherMarkers(),this.doc.removeEventListener('change',this.$onUpdate),this.session.selection.removeEventListener('changeCursor',this.$onCursorChange),this.session.setUndoSelect(!0),this.session=null},this.cancel=function(){if(-1!==this.$undoStackDepth){for(var r=this.session.getUndoManager(),e=(r.$undoStack||r.$undostack).length-this.$undoStackDepth,t=0;tr&&(r=0),0>c&&(c=0),c==h&&(t=!0);for(var d=c,m;d<=h;d++){if(m=g.fromPoints(this.session.screenToDocumentPosition(d,r),this.session.screenToDocumentPosition(d,s)),m.isEmpty()){if(p&&(u=m.end,l=p,u.row==l.row&&u.column==l.column))break;var p=m.end}m.cursor=i?m.start:m.end,_.push(m)}if(a&&_.reverse(),!t){for(var f=_.length-1;_[f].isEmpty()&&0=y;C--)_[C].isEmpty()&&_.splice(C,1)}return _}}.call(E.prototype);var l=n('./editor').Editor;(function(){this.updateSelectionMarkers=function(){this.renderer.updateCursor(),this.renderer.updateBackMarkers()},this.addSelectionMarker=function(n){n.cursor||(n.cursor=n.end);var e=this.getSelectionStyle();return n.marker=this.session.addMarker(n,'ace_selection',e),this.session.$selectionMarkers.push(n),this.session.selectionMarkerCount=this.session.$selectionMarkers.length,n},this.removeSelectionMarker=function(n){if(n.marker){this.session.removeMarker(n.marker);var e=this.session.$selectionMarkers.indexOf(n);-1!=e&&this.session.$selectionMarkers.splice(e,1),this.session.selectionMarkerCount=this.session.$selectionMarkers.length}},this.removeSelectionMarkers=function(r){for(var e=this.session.$selectionMarkers,t=r.length,n;t--;)if(n=r[t],n.marker){this.session.removeMarker(n.marker);var a=e.indexOf(n);-1!=a&&e.splice(a,1)}this.session.selectionMarkerCount=e.length},this.$onAddRange=function(t){this.addSelectionMarker(t.range),this.renderer.updateCursor(),this.renderer.updateBackMarkers()},this.$onRemoveRange=function(t){this.removeSelectionMarkers(t.ranges),this.renderer.updateCursor(),this.renderer.updateBackMarkers()},this.$onMultiSelect=function(){this.inMultiSelectMode||(this.inMultiSelectMode=!0,this.setStyle('ace_multiselect'),this.keyBinding.addKeyboardHandler(a.keyboardHandler),this.commands.setDefaultHandler('exec',this.$onMultiSelectExec),this.renderer.updateCursor(),this.renderer.updateBackMarkers())},this.$onSingleSelect=function(){this.session.multiSelect.inVirtualMode||(this.inMultiSelectMode=!1,this.unsetStyle('ace_multiselect'),this.keyBinding.removeKeyboardHandler(a.keyboardHandler),this.commands.removeDefaultHandler('exec',this.$onMultiSelectExec),this.renderer.updateCursor(),this.renderer.updateBackMarkers(),this._emit('changeSelection'))},this.$onMultiSelectExec=function(r){var e=r.command,t=r.editor;if(t.multiSelect){if(e.multiSelectAction)'forEach'==e.multiSelectAction?n=t.forEachSelection(e,r.args):'forEachLine'==e.multiSelectAction?n=t.forEachSelection(e,r.args,!0):'single'==e.multiSelectAction?(t.exitMultiSelectMode(),n=e.exec(t,r.args||{})):n=e.multiSelectAction(t,r.args||{});else{var n=e.exec(t,r.args||{});t.multiSelect.addRange(t.multiSelect.toOrientedRange()),t.multiSelect.mergeOverlappingRanges()}return n}},this.forEachSelection=function(r,e,t){if(!this.inVirtualSelectionMode){var n=t&&t.keepOrder,o=1==t||t&&t.$byLines,s=this.session,a=this.selection,l=a.rangeList,c=(n?a:l).ranges,u;if(!c.length)return r.exec?r.exec(this,e||{}):r(this,e||{});var i=a._eventRegistry;a._eventRegistry={};var g=new E(s);this.inVirtualSelectionMode=!0;for(var d=c.length;d--;){if(o)for(;0l?r.unshift(r.pop()):r.push(r.shift()),i=n.length;i--;)o=(s=n[i]).clone(),e.replace(s,r[i]),s.start.row=o.start.row,s.start.column=o.start.column},this.selectMore=function(a,e,t){var s=this.session,l=s.multiSelect.toOrientedRange();if(!l.isEmpty()||((l=s.getWordRange(l.start.row,l.start.column)).cursor=-1==a?l.start:l.end,this.multiSelect.addRange(l),!t)){var o=function(r,e,t){return i.$options.wrap=!0,i.$options.needle=e,i.$options.backwards=-1==t,i.find(r)}(s,s.getTextRange(l),a);o&&(o.cursor=-1==a?o.start:o.end,this.$blockScrolling+=1,this.session.unfold(o),this.multiSelect.addRange(o),this.$blockScrolling-=1,this.renderer.scrollCursorIntoView(null,.5)),e&&this.multiSelect.substractPoint(l.cursor)}},this.alignCursors=function(){var l=this.session,E=l.multiSelect,e=E.ranges,t=-1,n=e.filter(function(n){return!(n.cursor.row!=t)||void(t=n.cursor.row)});if(e.length&&n.length!=e.length-1){n.forEach(function(t){E.substractPoint(t.cursor)});var _=0,s=1/0,a=e.map(function(e){var t=e.cursor,n=l.getLine(t.row).substr(t.column).search(/\S/g);return-1==n&&(n=0),t.column>_&&(_=t.column),nr?l.insert(n,o.stringRepeat(' ',i-r)):l.remove(new g(n.row,n.column,n.row,n.column-i+r)),e.start.column=e.end.column=_,e.start.row=e.end.row=n.row,e.cursor=e.end}),E.fromOrientedRange(e[0]),this.renderer.updateCursor(),this.renderer.updateBackMarkers()}else{var r=this.selection.getRange(),i=r.start.row,c=r.end.row,d=i==c;if(d){var u=this.session.getLength(),m;do m=this.session.getLine(c);while(/[=:]/.test(m)&&++ci&&(i=0),c>=u&&(c=u-1)}var p=this.session.removeFullLines(i,c);p=this.$reAlignText(p,d),this.session.insert({row:i,column:0},p.join('\n')+'\n'),d||(r.start.column=0,r.end.column=p[p.length-1].length),this.selection.setRange(r)}},this.$reAlignText=function(l,e){function a(t){return o.stringRepeat(' ',t)}function c(t){return t[2]?a(s)+t[2]+a(n-t[2].length+i)+t[4].replace(/^([=:])\s+/,'$1 '):t[0]}var d=!0,r=!0,s,n,i;return l.map(function(a){var e=a.match(/(\s*)(.*?)(\s*)([=:].*)/);return e?null==s?(s=e[1].length,n=e[2].length,i=e[3].length,e):(s+n+i!=e[1].length+e[2].length+e[3].length&&(r=!1),s!=e[1].length&&(d=!1),s>e[1].length&&(s=e[1].length),ne[3].length&&(i=e[3].length),e):[a]}).map(e?c:d?r?function(t){return t[2]?a(s+n-t[2].length)+t[2]+a(i)+t[4].replace(/^([=:])\s+/,'$1 '):t[0]}:c:function(t){return t[2]?a(s)+t[2]+a(i)+t[4].replace(/^([=:])\s+/,'$1 '):t[0]})}}).call(l.prototype),p.onSessionChange=function(r){var e=r.session;e&&!e.multiSelect&&(e.$selectionMarkers=[],e.selection.$initRangeList(),e.multiSelect=e.selection),this.multiSelect=e&&e.multiSelect;var t=r.oldSession;t&&(t.multiSelect.off('addRange',this.$onAddRange),t.multiSelect.off('removeRange',this.$onRemoveRange),t.multiSelect.off('multiSelect',this.$onMultiSelect),t.multiSelect.off('singleSelect',this.$onSingleSelect),t.multiSelect.lead.off('change',this.$checkMultiselectChange),t.multiSelect.anchor.off('change',this.$checkMultiselectChange)),e&&(e.multiSelect.on('addRange',this.$onAddRange),e.multiSelect.on('removeRange',this.$onRemoveRange),e.multiSelect.on('multiSelect',this.$onMultiSelect),e.multiSelect.on('singleSelect',this.$onSingleSelect),e.multiSelect.lead.on('change',this.$checkMultiselectChange),e.multiSelect.anchor.on('change',this.$checkMultiselectChange)),e&&this.inMultiSelectMode!=e.selection.inMultiSelectMode&&(e.selection.inMultiSelectMode?this.$onMultiSelect():this.$onSingleSelect())},p.MultiSelect=m,n('./config').defineOptions(l.prototype,'editor',{enableMultiselect:{set:function(n){m(this),n?(this.on('changeSession',this.$multiselectOnSessionChange),this.on('mousedown',t)):(this.off('changeSession',this.$multiselectOnSessionChange),this.off('mousedown',t))},value:!0},enableBlockSelect:{set:function(t){this.$blockSelectEnabled=t},value:!0}})}),ace.define('ace/mode/folding/fold_mode',['require','exports','module','ace/range'],function(n,e){'use strict';var r=n('../../range').Range,t=e.FoldMode=function(){};(function(){this.foldingStartMarker=null,this.foldingStopMarker=null,this.getFoldWidget=function(r,e,t){var n=r.getLine(t);return this.foldingStartMarker.test(n)?'start':'markbeginend'==e&&this.foldingStopMarker&&this.foldingStopMarker.test(n)?'end':''},this.getFoldWidgetRange=function(){return null},this.indentationBlock=function(i,e,t){var n=/\S/,o=i.getLine(e),p=o.search(n);if(-1!=p){for(var s=t||o.length,a=i.getLength(),l=e,c=e,u;++el){var m=i.getLine(c).length;return new r(l,s,c,m)}}},this.openingBracketBlock=function(i,e,t,d,o){var c={row:t,column:d+1},s=i.$findClosingBracket(e,c,o);if(s){var a=i.foldWidgets[s.row];return null==a&&(a=i.getFoldWidget(s.row)),'start'==a&&s.row>c.row&&(s.row--,s.column=i.getLine(s.row).length),r.fromPoints(c,s)}},this.closingBracketBlock=function(i,e,t,l){var d={row:t,column:l},s=i.$findOpeningBracket(e,d);if(s)return s.column++,d.column--,r.fromPoints(s,d)}}).call(t.prototype)}),ace.define('ace/theme/textmate',['require','exports','module','ace/lib/dom'],function(n,e){'use strict';e.isDark=!1,e.cssClass='ace-tm',e.cssText='.ace-tm .ace_gutter {background: #f0f0f0;color: #333;}.ace-tm .ace_print-margin {width: 1px;background: #e8e8e8;}.ace-tm .ace_fold {background-color: #6B72E6;}.ace-tm {background-color: #FFFFFF;color: black;}.ace-tm .ace_cursor {color: black;}.ace-tm .ace_invisible {color: rgb(191, 191, 191);}.ace-tm .ace_storage,.ace-tm .ace_keyword {color: blue;}.ace-tm .ace_constant {color: rgb(197, 6, 11);}.ace-tm .ace_constant.ace_buildin {color: rgb(88, 72, 246);}.ace-tm .ace_constant.ace_language {color: rgb(88, 92, 246);}.ace-tm .ace_constant.ace_library {color: rgb(6, 150, 14);}.ace-tm .ace_invalid {background-color: rgba(255, 0, 0, 0.1);color: red;}.ace-tm .ace_support.ace_function {color: rgb(60, 76, 114);}.ace-tm .ace_support.ace_constant {color: rgb(6, 150, 14);}.ace-tm .ace_support.ace_type,.ace-tm .ace_support.ace_class {color: rgb(109, 121, 222);}.ace-tm .ace_keyword.ace_operator {color: rgb(104, 118, 135);}.ace-tm .ace_string {color: rgb(3, 106, 7);}.ace-tm .ace_comment {color: rgb(76, 136, 107);}.ace-tm .ace_comment.ace_doc {color: rgb(0, 102, 255);}.ace-tm .ace_comment.ace_doc.ace_tag {color: rgb(128, 159, 191);}.ace-tm .ace_constant.ace_numeric {color: rgb(0, 0, 205);}.ace-tm .ace_variable {color: rgb(49, 132, 149);}.ace-tm .ace_xml-pe {color: rgb(104, 104, 91);}.ace-tm .ace_entity.ace_name.ace_function {color: #0000A2;}.ace-tm .ace_heading {color: rgb(12, 7, 255);}.ace-tm .ace_list {color:rgb(185, 6, 144);}.ace-tm .ace_meta.ace_tag {color:rgb(0, 22, 142);}.ace-tm .ace_string.ace_regex {color: rgb(255, 0, 0)}.ace-tm .ace_marker-layer .ace_selection {background: rgb(181, 213, 255);}.ace-tm.ace_multiselect .ace_selection.ace_start {box-shadow: 0 0 3px 0px white;}.ace-tm .ace_marker-layer .ace_step {background: rgb(252, 255, 0);}.ace-tm .ace_marker-layer .ace_stack {background: rgb(164, 229, 101);}.ace-tm .ace_marker-layer .ace_bracket {margin: -1px 0 0 -1px;border: 1px solid rgb(192, 192, 192);}.ace-tm .ace_marker-layer .ace_active-line {background: rgba(0, 0, 0, 0.07);}.ace-tm .ace_gutter-active-line {background-color : #dcdcdc;}.ace-tm .ace_marker-layer .ace_selected-word {background: rgb(250, 250, 255);border: 1px solid rgb(200, 200, 250);}.ace-tm .ace_indent-guide {background: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAACCAYAAACZgbYnAAAAE0lEQVQImWP4////f4bLly//BwAmVgd1/w11/gAAAABJRU5ErkJggg==") right repeat-y;}',n('../lib/dom').importCssString(e.cssText,e.cssClass)}),ace.define('ace/line_widgets',['require','exports','module','ace/lib/oop','ace/lib/dom','ace/range'],function(n,e){'use strict';function o(t){this.session=t,this.session.widgetManager=this,this.session.getRowLength=this.getRowLength,this.session.$getWidgetScreenLength=this.$getWidgetScreenLength,this.updateOnChange=this.updateOnChange.bind(this),this.renderWidgets=this.renderWidgets.bind(this),this.measureWidgets=this.measureWidgets.bind(this),this.session._changedWidgets=[],this.$onChangeEditor=this.$onChangeEditor.bind(this),this.session.on('change',this.updateOnChange),this.session.on('changeFold',this.updateOnFold),this.session.on('changeEditor',this.$onChangeEditor)}n('./lib/oop');var a=n('./lib/dom');n('./range').Range,function(){this.getRowLength=function(n){var e;return e=this.lineWidgets&&this.lineWidgets[n]&&this.lineWidgets[n].rowCount||0,this.$useWrapMode&&this.$wrapData[n]?this.$wrapData[n].length+1+e:1+e},this.$getWidgetScreenLength=function(){var n=0;return this.lineWidgets.forEach(function(e){e&&e.rowCount&&!e.hidden&&(n+=e.rowCount)}),n},this.$onChangeEditor=function(t){this.attach(t.editor)},this.attach=function(t){t&&t.widgetManager&&t.widgetManager!=this&&t.widgetManager.detach(),this.editor!=t&&(this.detach(),this.editor=t,t&&(t.widgetManager=this,t.renderer.on('beforeRender',this.measureWidgets),t.renderer.on('afterRender',this.renderWidgets)))},this.detach=function(){var e=this.editor;if(e){this.editor=null,e.widgetManager=null,e.renderer.off('beforeRender',this.measureWidgets),e.renderer.off('afterRender',this.renderWidgets);var t=this.session.lineWidgets;t&&t.forEach(function(t){t&&t.el&&t.el.parentNode&&(t._inDocument=!1,t.el.parentNode.removeChild(t.el))})}},this.updateOnFold=function(l,e){var t=e.lineWidgets;if(t&&l.action){for(var n=l.data,i=n.start.row,o=n.end.row,r='add'==l.action,s=i+1;s(s-=this.session.getRowLineCount(r.row))&&(s=0),r.rowCount!=s&&(r.rowCount=s,r.row>1,r=t(e,a[o]);if(0r))return o;i=o-1}}return-(n+1)}(n,{row:e,column:-1},l.comparePoints);0>i&&(i=-i-1),i>=n.length?i=0d&&(i=n.length-1);var c=n[i];if(c&&d){if(c.row===e){do c=n[i+=d];while(c&&c.row===e);if(!c)return n.slice()}var p=[];e=c.row;do p[0>d?'unshift':'push'](c),c=n[i+=d];while(c&&c.row==e);return p.length&&p}}}(t,o,e),u;if(s){var c=s[0];n.column=(c.pos&&'number'!=typeof c.column?c.pos.sc:c.column)||0,n.row=c.row,u=r.renderer.$gutterLayer.$annotations[n.row]}else{if(a)return;u={text:['Looks good!'],className:'ace_ok'}}r.session.unfold(n.row),r.selection.moveToPosition(n);var h={row:n.row,fixedWidth:!0,coverGutter:!0,el:i.createElement('div'),type:'errorMarker'},d=h.el.appendChild(i.createElement('div')),m=h.el.appendChild(i.createElement('div'));m.className='error_widget_arrow '+u.className;var p=r.renderer.$cursorLayer.getPixelPosition(n).left;m.style.left=p+r.renderer.gutterWidth-5+'px',h.el.className='error_widget_wrapper',d.className='error_widget '+u.className,d.innerHTML=u.text.join('
                      '),d.appendChild(i.createElement('div'));var f=function(r,e,t){if(0===e&&('esc'===t||'return'===t))return h.destroy(),{command:'null'}};h.destroy=function(){r.$mouseHandler.isMousePressed||(r.keyBinding.removeKeyboardHandler(f),t.widgetManager.removeLineWidget(h),r.off('changeSelection',h.destroy),r.off('changeSession',h.destroy),r.off('mouseup',h.destroy),r.off('change',h.destroy))},r.keyBinding.addKeyboardHandler(f),r.on('changeSelection',h.destroy),r.on('changeSession',h.destroy),r.on('mouseup',h.destroy),r.on('change',h.destroy),r.session.widgetManager.addLineWidget(h),h.el.onmousedown=r.focus.bind(r),r.renderer.scrollCursorIntoView(null,.5,{bottom:h.el.offsetHeight})},i.importCssString(' .error_widget_wrapper { background: inherit; color: inherit; border:none } .error_widget { border-top: solid 2px; border-bottom: solid 2px; margin: 5px 0; padding: 10px 40px; white-space: pre-wrap; } .error_widget.ace_error, .error_widget_arrow.ace_error{ border-color: #ff5a5a } .error_widget.ace_warning, .error_widget_arrow.ace_warning{ border-color: #F1D817 } .error_widget.ace_info, .error_widget_arrow.ace_info{ border-color: #5a5a5a } .error_widget.ace_ok, .error_widget_arrow.ace_ok{ border-color: #5aaa5a } .error_widget_arrow { position: absolute; border: solid 5px; border-top-color: transparent!important; border-right-color: transparent!important; border-left-color: transparent!important; top: -5px; }','')}),ace.define('ace/ace',['require','exports','module','ace/lib/fixoldbrowsers','ace/lib/dom','ace/lib/event','ace/editor','ace/edit_session','ace/undomanager','ace/virtual_renderer','ace/worker/worker_client','ace/keyboard/hash_handler','ace/placeholder','ace/multi_select','ace/mode/folding/fold_mode','ace/theme/textmate','ace/ext/error_marker','ace/config'],function(n,d){'use strict';n('./lib/fixoldbrowsers');var t=n('./lib/dom'),o=n('./lib/event'),r=n('./editor').Editor,i=n('./edit_session').EditSession,a=n('./undomanager').UndoManager,s=n('./virtual_renderer').VirtualRenderer;n('./worker/worker_client'),n('./keyboard/hash_handler'),n('./placeholder'),n('./multi_select'),n('./mode/folding/fold_mode'),n('./theme/textmate'),n('./ext/error_marker'),d.config=n('./config'),d.require=n,d.define=_(0),d.edit=function(c){if('string'==typeof c){var p=c;if(!(c=document.getElementById(p)))throw new Error('ace.edit can\'t find div #'+p)}if(c&&c.env&&c.env.editor instanceof r)return c.env.editor;var n='';if(c&&/input|textarea/i.test(c.tagName)){var i=c;n=i.value,c=t.createElement('pre'),i.parentNode.replaceChild(c,i)}else c&&(n=t.getInnerText(c),c.innerHTML='');var a=d.createEditSession(n),m=new r(new s(c));m.setSession(a);var g={document:a,editor:m,onResize:m.resize.bind(m,null)};return i&&(g.textarea=i),o.addListener(window,'resize',g.onResize),m.on('destroy',function(){o.removeListener(window,'resize',g.onResize),g.editor.container.env=null}),m.container.env=m.env=g,m},d.createEditSession=function(r,e){var t=new i(r,e);return t.setUndoManager(new a),t},d.EditSession=i,d.UndoManager=a,d.version='1.2.8'}),ace.require(['ace/ace'],function(n){for(var e in n&&(n.config.init(!0),n.define=ace.define),window.ace||(window.ace=n),n)n.hasOwnProperty(e)&&(window.ace[e]=n[e])}),ace.define('ace/theme/monokai',['require','exports','module','ace/lib/dom'],function(n,e){e.isDark=!0,e.cssClass='ace-monokai',e.cssText='.ace-monokai .ace_gutter { background: #222; color: #8F908A } .ace-monokai .ace_print-margin { width: 1px; background: #555651 } .ace-monokai { background-color: #222; color: #f9f9f9; font-size: 14px; } .ace-monokai .ace_cursor { color: #F8F8F0 } .ace-monokai .ace_marker-layer .ace_selection { background: #a6e22e } .ace-monokai.ace_multiselect .ace_selection.ace_start { box-shadow: 0 0 3px 0px #272822; } .ace-monokai .ace_marker-layer .ace_step { background: rgb(102, 82, 0) } .ace-monokai .ace_marker-layer .ace_bracket { margin: -1px 0 0 -1px; border: 1px solid #a6e22e } .ace-monokai .ace_marker-layer .ace_active-line { background: #2c2c2c } .ace-monokai .ace_gutter-active-line { background-color: #2c2c2c } .ace-monokai .ace_marker-layer .ace_selected-word { border: 1px solid #a6e22e } .ace-monokai .ace_invisible { color: #52524d } .ace-monokai .ace_entity.ace_name.ace_tag, .ace-monokai .ace_keyword, .ace-monokai .ace_meta.ace_tag, .ace-monokai .ace_storage { color: #F0640D } .ace-monokai .ace_punctuation, .ace-monokai .ace_punctuation.ace_tag { color: #fff } .ace-monokai .ace_constant.ace_character, .ace-monokai .ace_constant.ace_other { color: #5db0d7 } .ace-monokai .ace_constant.ace_language { color: #e6db74 } .ace-monokai .ace_constant.ace_numeric { color: #ae81ff } .ace-monokai .ace_invalid { color: #F8F8F0; background-color: #F0640D } .ace-monokai .ace_invalid.ace_deprecated { color: #F8F8F0; background-color: #5db0d7 } .ace-monokai .ace_support.ace_constant, .ace-monokai .ace_support.ace_function { color: #5db0d7 } .ace-monokai .ace_fold { background-color: #A6E22E; border-color: #F8F8F2 } .ace-monokai .ace_storage.ace_type, .ace-monokai .ace_support.ace_class, .ace-monokai .ace_support.ace_type { font-style: italic; color: #5db0d7 } .ace-monokai .ace_entity.ace_name.ace_function, .ace-monokai .ace_entity.ace_other, .ace-monokai .ace_entity.ace_other.ace_attribute-name, .ace-monokai .ace_variable { color: #A6E22E } .ace-monokai .ace_variable.ace_parameter { font-style: italic; color: #FD971F } .ace-monokai .ace_string { color: #E6DB74 } .ace-monokai .ace_comment { color: #75715E } .ace-monokai .ace_indent-guide { background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAACCAYAAACZgbYnAAAAEklEQVQImWPQ0FD0ZXBzd/wPAAjVAoxeSgNeAAAAAElFTkSuQmCC) right repeat-y }',n('../lib/dom').importCssString(e.cssText,e.cssClass)}),ace.define('ace/ext/searchbox',['require','exports','module','ace/lib/dom','ace/lib/lang','ace/lib/event','ace/keyboard/hash_handler','ace/lib/keys'],function(n,e){'use strict';var d=n('../lib/dom'),i=n('../lib/lang'),p=n('../lib/event'),t=n('../keyboard/hash_handler').HashHandler,r=n('../lib/keys');d.importCssString(' .ace_search { background-color: #ddd; color: #666; border: 1px solid #cbcbcb; border-top: 0 none; overflow: hidden; margin: 0; padding: 4px 6px 0 4px; position: absolute; top: 0; z-index: 99; white-space: normal; } .ace_search.left { border-left: 0 none; border-radius: 0px 0px 5px 0px; left: 0; } .ace_search.right { border-radius: 0px 0px 0px 5px; border-right: 0 none; right: 0; } .ace_search_form, .ace_replace_form { margin: 0 20px 4px 0; overflow: hidden; line-height: 1.9; } .ace_replace_form { margin-right: 0; } .ace_search_form.ace_nomatch { outline: 1px solid red; } .ace_search_field { border-radius: 3px 0 0 3px; background-color: white; color: black; border: 1px solid #cbcbcb; border-right: 0 none; box-sizing: border-box!important; outline: 0; padding: 0; font-size: inherit; margin: 0; line-height: inherit; padding: 0 6px; min-width: 17em; vertical-align: top; } .ace_searchbtn { border: 1px solid #cbcbcb; line-height: inherit; display: inline-block; padding: 0 6px; background: #fff; border-right: 0 none; border-left: 1px solid #dcdcdc; cursor: pointer; margin: 0; position: relative; box-sizing: content-box!important; color: #666; } .ace_searchbtn:last-child { border-radius: 0 3px 3px 0; border-right: 1px solid #cbcbcb; } .ace_searchbtn:disabled { background: none; cursor: default; } .ace_searchbtn:hover { background-color: #eef1f6; } .ace_searchbtn.prev, .ace_searchbtn.next { padding: 0px 0.7em } .ace_searchbtn.prev:after, .ace_searchbtn.next:after { content: ""; border: solid 2px #888; width: 0.5em; height: 0.5em; border-width: 2px 0 0 2px; display:inline-block; transform: rotate(-45deg); } .ace_searchbtn.next:after { border-width: 0 2px 2px 0 ; } .ace_searchbtn_close { background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAcCAYAAABRVo5BAAAAZ0lEQVR42u2SUQrAMAhDvazn8OjZBilCkYVVxiis8H4CT0VrAJb4WHT3C5xU2a2IQZXJjiQIRMdkEoJ5Q2yMqpfDIo+XY4k6h+YXOyKqTIj5REaxloNAd0xiKmAtsTHqW8sR2W5f7gCu5nWFUpVjZwAAAABJRU5ErkJggg==) no-repeat 50% 0; border-radius: 50%; border: 0 none; color: #656565; cursor: pointer; font: 16px/16px Arial; padding: 0; height: 14px; width: 14px; top: 9px; right: 7px; position: absolute; } .ace_searchbtn_close:hover { background-color: #656565; background-position: 50% 100%; color: white; } .ace_button { margin-left: 2px; cursor: pointer; -webkit-user-select: none; -moz-user-select: none; -o-user-select: none; -ms-user-select: none; user-select: none; overflow: hidden; opacity: 0.7; border: 1px solid rgba(100,100,100,0.23); padding: 1px; box-sizing: border-box!important; color: black; } .ace_button:hover { background-color: #eee; opacity:1; } .ace_button:active { background-color: #ddd; } .ace_button.checked { border-color: #3399ff; opacity:1; } .ace_search_options{ margin-bottom: 3px; text-align: right; -webkit-user-select: none; -moz-user-select: none; -o-user-select: none; -ms-user-select: none; user-select: none; clear: both; } .ace_search_counter { float: left; font-family: arial; padding: 0 8px; }','ace_searchbox');var a=''.replace(/> +/g,'>'),o=function(t){var e=d.createElement('div');e.innerHTML=a,this.element=e.firstChild,this.setSession=this.setSession.bind(this),this.$init(),this.setEditor(t)};(function(){this.setEditor=function(t){t.searchBox=this,t.renderer.scroller.appendChild(this.element),this.editor=t},this.setSession=function(){this.searchRange=null,this.$syncOptions(!0)},this.$initElements=function(t){this.searchBox=t.querySelector('.ace_search_form'),this.replaceBox=t.querySelector('.ace_replace_form'),this.searchOption=t.querySelector('[action=searchInSelection]'),this.replaceOption=t.querySelector('[action=toggleReplace]'),this.regExpOption=t.querySelector('[action=toggleRegexpMode]'),this.caseSensitiveOption=t.querySelector('[action=toggleCaseSensitive]'),this.wholeWordOption=t.querySelector('[action=toggleWholeWords]'),this.searchInput=this.searchBox.querySelector('.ace_search_field'),this.replaceInput=this.replaceBox.querySelector('.ace_search_field'),this.searchCounter=t.querySelector('.ace_search_counter')},this.$init=function(){var n=this.element;this.$initElements(n);var a=this;p.addListener(n,'mousedown',function(t){setTimeout(function(){a.activeInput.focus()},0),p.stopPropagation(t)}),p.addListener(n,'click',function(t){var e=(t.target||t.srcElement).getAttribute('action');e&&a[e]?a[e]():a.$searchBarKb.commands[e]&&a.$searchBarKb.commands[e].exec(a),p.stopPropagation(t)}),p.addCommandKeyListener(n,function(t,e,n){var i=r.keyCodeToString(n),o=a.$searchBarKb.findKeyCommand(e,i);o&&o.exec&&(o.exec(a),p.stopEvent(t))}),this.$onChange=i.delayedCall(function(){a.find(!1,!1)}),p.addListener(this.searchInput,'input',function(){a.$onChange.schedule(20)}),p.addListener(this.searchInput,'focus',function(){a.activeInput=a.searchInput,a.searchInput.value&&a.highlight()}),p.addListener(this.replaceInput,'focus',function(){a.activeInput=a.replaceInput,a.searchInput.value&&a.highlight()})},this.$closeSearchBarKb=new t([{bindKey:'Esc',name:'closeSearchBar',exec:function(t){t.searchBox.hide()}}]),this.$searchBarKb=new t,this.$searchBarKb.bindKeys({"Ctrl-f|Command-f":function(n){var e=n.isReplace=!n.isReplace;n.replaceBox.style.display=e?'':'none',n.replaceOption.checked=!1,n.$syncOptions(),n.searchInput.focus()},"Ctrl-H|Command-Option-F":function(t){t.replaceOption.checked=!0,t.$syncOptions(),t.replaceInput.focus()},"Ctrl-G|Command-G":function(t){t.findNext()},"Ctrl-Shift-G|Command-Shift-G":function(t){t.findPrev()},esc:function(t){setTimeout(function(){t.hide()})},Return:function(t){t.activeInput==t.replaceInput&&t.replace(),t.findNext()},"Shift-Return":function(t){t.activeInput==t.replaceInput&&t.replace(),t.findPrev()},"Alt-Return":function(t){t.activeInput==t.replaceInput&&t.replaceAll(),t.findAll()},Tab:function(t){(t.activeInput==t.replaceInput?t.searchInput:t.replaceInput).focus()}}),this.$searchBarKb.addCommands([{name:'toggleRegexpMode',bindKey:{win:'Alt-R|Alt-/',mac:'Ctrl-Alt-R|Ctrl-Alt-/'},exec:function(t){t.regExpOption.checked=!t.regExpOption.checked,t.$syncOptions()}},{name:'toggleCaseSensitive',bindKey:{win:'Alt-C|Alt-I',mac:'Ctrl-Alt-R|Ctrl-Alt-I'},exec:function(t){t.caseSensitiveOption.checked=!t.caseSensitiveOption.checked,t.$syncOptions()}},{name:'toggleWholeWords',bindKey:{win:'Alt-B|Alt-W',mac:'Ctrl-Alt-B|Ctrl-Alt-W'},exec:function(t){t.wholeWordOption.checked=!t.wholeWordOption.checked,t.$syncOptions()}},{name:'toggleReplace',exec:function(t){t.replaceOption.checked=!t.replaceOption.checked,t.$syncOptions()}},{name:'searchInSelection',exec:function(t){t.searchOption.checked=!t.searchRange,t.setSearchRange(t.searchOption.checked&&t.editor.getSelectionRange()),t.$syncOptions()}}]),this.setSearchRange=function(t){this.searchRange=t,t?this.searchRangeMarker=this.editor.session.addMarker(t,'ace_active-line'):this.searchRangeMarker&&(this.editor.session.removeMarker(this.searchRangeMarker),this.searchRangeMarker=null)},this.$syncOptions=function(t){d.setCssClass(this.replaceOption,'checked',this.searchRange),d.setCssClass(this.searchOption,'checked',this.searchOption.checked),this.replaceOption.textContent=this.replaceOption.checked?'-':'+',d.setCssClass(this.regExpOption,'checked',this.regExpOption.checked),d.setCssClass(this.wholeWordOption,'checked',this.wholeWordOption.checked),d.setCssClass(this.caseSensitiveOption,'checked',this.caseSensitiveOption.checked),this.replaceBox.style.display=this.replaceOption.checked?'':'none',this.find(!1,!1,t)},this.highlight=function(t){this.editor.session.highlight(t||this.editor.$search.$options.re),this.editor.renderer.updateBackMarkers()},this.find=function(r,a,i){var s=!this.editor.find(this.searchInput.value,{skipCurrent:r,backwards:a,wrap:!0,regExp:this.regExpOption.checked,caseSensitive:this.caseSensitiveOption.checked,wholeWord:this.wholeWordOption.checked,preventScroll:i,range:this.searchRange})&&this.searchInput.value;d.setCssClass(this.searchBox,'ace_nomatch',s),this.editor._emit('findSearchBox',{match:!s}),this.highlight(),this.updateCounter()},this.updateCounter=function(){var l=this.editor,e=l.$search.$options.re,t=0,n=0;if(e){var i=this.searchRange?l.session.getTextRange(this.searchRange):l.getValue(),o=l.session.doc.positionToIndex(l.selection.anchor);this.searchRange&&(o-=l.session.doc.positionToIndex(this.searchRange.start));for(var r=e.lastIndex=0,a;(a=e.exec(i))&&(t++,(r=a.index)<=o&&n++,!(999=i.length))););}this.searchCounter.textContent=n+' of '+(999>=|>>>=|<>|&&|\|\||\?:|[*%\/+\-&\^|~!<>=]=?/},{token:'punctuation.operator',regex:'\\?|\\:|\\,|\\;|\\.'},{token:'paren.lparen',regex:'[[({]'},{token:'paren.rparen',regex:'[\\])}]'},{token:'text',regex:'\\s+'}],comment:[{token:'comment',regex:'\\*\\/',next:'start'},{defaultToken:'comment'}],singleLineComment:[{token:'comment',regex:/\\$/,next:'singleLineComment'},{token:'comment',regex:/$/,next:'start'},{defaultToken:'comment'}],directive:[{token:'constant.other.multiline',regex:/\\/},{token:'constant.other.multiline',regex:/.*\\/},{token:'constant.other',regex:'\\s*<.+?>',next:'start'},{token:'constant.other',regex:'\\s*["](?:(?:\\\\.)|(?:[^"\\\\]))*?["]',next:'start'},{token:'constant.other',regex:'\\s*[\'](?:(?:\\\\.)|(?:[^\'\\\\]))*?[\']',next:'start'},{token:'constant.other',regex:/[^\\\/]+/,next:'start'}]},this.embedRules(i,'doc-',[i.getEndRule('start')]),this.normalizeRules()};t.inherits(l,o),e.c_cppHighlightRules=l}),ace.define('ace/mode/matching_brace_outdent',['require','exports','module','ace/range'],function(n,e){'use strict';var a=n('../range').Range,t=function(){};(function(){this.checkOutdent=function(n,e){return!!/^\s+$/.test(n)&&/^\s*\}/.test(e)},this.autoOutdent=function(i,e){var l=i.getLine(e).match(/^(\s*\})/);if(!l)return 0;var d=l[1].length,c=i.findMatchingBracket({row:e,column:d});if(!c||c.row==e)return 0;var p=this.$getIndent(i.getLine(c.row));i.replace(new a(e,0,e,d-1),p)},this.$getIndent=function(t){return t.match(/^\s*/)[0]}}).call(t.prototype),e.MatchingBraceOutdent=t}),ace.define('ace/mode/folding/cstyle',['require','exports','module','ace/lib/oop','ace/range','ace/mode/folding/fold_mode'],function(n,e){'use strict';var t=n('../../lib/oop'),d=n('../../range').Range,a=n('./fold_mode').FoldMode,r=e.FoldMode=function(t){t&&(this.foldingStartMarker=new RegExp(this.foldingStartMarker.source.replace(/\|[^|]*?$/,'|'+t.start)),this.foldingStopMarker=new RegExp(this.foldingStopMarker.source.replace(/\|[^|]*?$/,'|'+t.end)))};t.inherits(r,a),function(){this.foldingStartMarker=/(\{|\[)[^\}\]]*$|^\s*(\/\*)/,this.foldingStopMarker=/^[^\[\{]*(\}|\])|^[\s\*]*(\*\/)/,this.singleLineBlockCommentRe=/^\s*(\/\*).*\*\/\s*$/,this.tripleStarBlockCommentRe=/^\s*(\/\*\*\*).*\*\/\s*$/,this.startRegionRe=/^\s*(\/\*|\/\/)#?region\b/,this._getFoldWidgetBase=this.getFoldWidget,this.getFoldWidget=function(r,e,t){var n=r.getLine(t);if(this.singleLineBlockCommentRe.test(n)&&!this.startRegionRe.test(n)&&!this.tripleStarBlockCommentRe.test(n))return'';var a=this._getFoldWidgetBase(r,e,t);return!a&&this.startRegionRe.test(n)?'start':a},this.getFoldWidgetRange=function(l,e,t,n){var i=l.getLine(t),r;if(this.startRegionRe.test(i))return this.getCommentRegionBlock(l,i,t);if(r=i.match(this.foldingStartMarker)){var o=r.index;if(r[1])return this.openingBracketBlock(l,r[1],t,o);var s=l.getCommentFoldRange(t,o+r[0].length,1);return s&&!s.isMultiLine()&&(n?s=this.getSectionRange(l,t):'all'!=e&&(s=null)),s}return'markbegin'!==e&&(r=i.match(this.foldingStopMarker))?(o=r.index+r[0].length,r[1]?this.closingBracketBlock(l,r[1],t,o):l.getCommentFoldRange(t,o,-1)):void 0},this.getSectionRange=function(o,e){for(var t=o.getLine(e),n=t.search(/\S/),i=e,r=t.length,s=e+=1,a=o.getLength(),l;++el)break;var c=this.getFoldWidgetRange(o,'all',e);if(c){if(c.start.row<=i)break;if(c.isMultiLine())e=c.end.row;else if(n==l)break}s=e}return new d(i,r,s,o.getLine(s).length)},this.getCommentRegionBlock=function(o,e,t){for(var n=e.search(/\s*$/),i=o.getLength(),r=t,s=/^\s*(?:\/\*|\/\/|--)#?(end)?region\b/,a=1;++tr)return new d(r,n,t,e.length)}}.call(r.prototype)}),ace.define('ace/mode/c_cpp',['require','exports','module','ace/lib/oop','ace/mode/text','ace/mode/c_cpp_highlight_rules','ace/mode/matching_brace_outdent','ace/range','ace/mode/behaviour/cstyle','ace/mode/folding/cstyle'],function(n,e){'use strict';var t=n('../lib/oop'),i=n('./text').Mode,o=n('./c_cpp_highlight_rules').c_cppHighlightRules,r=n('./matching_brace_outdent').MatchingBraceOutdent,s=(n('../range').Range,n('./behaviour/cstyle').CstyleBehaviour),a=n('./folding/cstyle').FoldMode,l=function(){this.HighlightRules=o,this.$outdent=new r,this.$behaviour=new s,this.foldingRules=new a};t.inherits(l,i),function(){this.lineCommentStart='//',this.blockComment={start:'/*',end:'*/'},this.getNextLineIndent=function(l,e,t){var n=this.$getIndent(e),i=this.getTokenizer().getLineTokens(e,l),o=i.tokens,r=i.state;if(o.length&&'comment'==o[o.length-1].type)return n;if('start'==l)(s=e.match(/^.*[\{\(\[]\s*$/))&&(n+=t);else if('doc-start'==l){if('start'==r)return'';var s;(s=e.match(/^\s*(\/?)\*/))&&(s[1]&&(n+=' '),n+='* ')}return n},this.checkOutdent=function(r,e,t){return this.$outdent.checkOutdent(e,t)},this.autoOutdent=function(r,e,t){this.$outdent.autoOutdent(e,t)},this.$id='ace/mode/c_cpp'}.call(l.prototype),e.Mode=l}),ace.define('ace/mode/glsl_highlight_rules',['require','exports','module','ace/lib/oop','ace/mode/c_cpp_highlight_rules'],function(n,e){'use strict';var t=n('../lib/oop'),a=n('./c_cpp_highlight_rules').c_cppHighlightRules,o=function(){var 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\t// The module cache\n \tvar installedModules = {};\n\n \t// The require function\n \tfunction __webpack_require__(moduleId) {\n\n \t\t// Check if module is in cache\n \t\tif(installedModules[moduleId]) {\n \t\t\treturn installedModules[moduleId].exports;\n \t\t}\n \t\t// Create a new module (and put it into the cache)\n \t\tvar module = installedModules[moduleId] = {\n \t\t\ti: moduleId,\n \t\t\tl: false,\n \t\t\texports: {}\n \t\t};\n\n \t\t// Execute the module function\n \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n\n \t\t// Flag the module as loaded\n \t\tmodule.l = true;\n\n \t\t// Return the exports of the module\n \t\treturn module.exports;\n \t}\n\n\n \t// expose the modules object (__webpack_modules__)\n \t__webpack_require__.m = modules;\n\n \t// expose the module cache\n \t__webpack_require__.c = installedModules;\n\n \t// define getter function for harmony exports\n \t__webpack_require__.d = function(exports, name, getter) {\n \t\tif(!__webpack_require__.o(exports, name)) {\n \t\t\tObject.defineProperty(exports, name, {\n \t\t\t\tconfigurable: false,\n \t\t\t\tenumerable: true,\n \t\t\t\tget: getter\n \t\t\t});\n \t\t}\n \t};\n\n \t// getDefaultExport function for compatibility with non-harmony modules\n \t__webpack_require__.n = function(module) {\n \t\tvar getter = module && module.__esModule ?\n \t\t\tfunction getDefault() { return module['default']; } :\n \t\t\tfunction getModuleExports() { return module; };\n \t\t__webpack_require__.d(getter, 'a', getter);\n \t\treturn getter;\n \t};\n\n \t// Object.prototype.hasOwnProperty.call\n \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n\n \t// __webpack_public_path__\n \t__webpack_require__.p = \"\";\n\n \t// Load entry module and return exports\n \treturn __webpack_require__(__webpack_require__.s = 1);\n\n\n\n// WEBPACK FOOTER //\n// webpack/bootstrap eae59f739ea4991894e1","/**\r\n * Common utilities\r\n * @module glMatrix\r\n */\r\n\r\n// Configuration Constants\r\nexport var EPSILON = 0.000001;\r\nexport var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;\r\nexport var RANDOM = Math.random;\r\n\r\n/**\r\n * Sets the type of array used when creating new vectors and matrices\r\n *\r\n * @param {Type} type Array type, such as Float32Array or Array\r\n */\r\nexport function setMatrixArrayType(type) {\r\n ARRAY_TYPE = type;\r\n}\r\n\r\nvar degree = Math.PI / 180;\r\n\r\n/**\r\n * Convert Degree To Radian\r\n *\r\n * @param {Number} a Angle in Degrees\r\n */\r\nexport function toRadian(a) {\r\n return a * degree;\r\n}\r\n\r\n/**\r\n * Tests whether or not the arguments have approximately the same value, within an absolute\r\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\r\n * than or equal to 1.0, and a relative tolerance is used for larger values)\r\n *\r\n * @param {Number} a The first number to test.\r\n * @param {Number} b The second number to test.\r\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));\r\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/common.js\n// module id = 0\n// module chunks = 0","// TODO: Change this to enable / disable debug mode\r\nexport const DEBUG = true && process.env.NODE_ENV === 'development';\r\n\r\nimport DAT from 'dat.gui';\r\nimport WebGLDebug from 'webgl-debug';\r\nimport Stats from 'stats-js';\r\nimport { PerspectiveCamera } from 'three';\r\nimport OrbitControls from 'three-orbitcontrols';\r\nimport { Spector } from 'spectorjs';\r\n\r\nexport var ABORTED = false;\r\nexport function abort(message) {\r\n ABORTED = true;\r\n throw message;\r\n}\r\n\r\n// Get the canvas element\r\nexport const canvas = document.getElementById('canvas');\r\n\r\n// Initialize the WebGL context\r\nconst glContext = canvas.getContext('webgl');\r\n \r\n// Get a debug context\r\nexport const gl = DEBUG ? WebGLDebug.makeDebugContext(glContext, (err, funcName, args) => {\r\n abort(WebGLDebug.glEnumToString(err) + ' was caused by call to: ' + funcName);\r\n}) : glContext;\r\n\r\nconst supportedExtensions = gl.getSupportedExtensions();\r\nconst requiredExtensions = [\r\n 'OES_texture_float',\r\n 'OES_texture_float_linear',\r\n 'OES_element_index_uint',\r\n 'WEBGL_depth_texture',\r\n 'WEBGL_draw_buffers',\r\n];\r\n\r\n// Check that all required extensions are supported\r\nfor (let i = 0; i < requiredExtensions.length; ++i) {\r\n if (supportedExtensions.indexOf(requiredExtensions[i]) < 0) {\r\n throw 'Unable to load extension ' + requiredExtensions[i];\r\n }\r\n}\r\n\r\n// Get the maximum number of draw buffers\r\ngl.getExtension('OES_texture_float');\r\ngl.getExtension('OES_texture_float_linear');\r\ngl.getExtension('OES_element_index_uint');\r\ngl.getExtension('WEBGL_depth_texture');\r\nexport const WEBGL_draw_buffers = gl.getExtension('WEBGL_draw_buffers');\r\nexport const MAX_DRAW_BUFFERS_WEBGL = gl.getParameter(WEBGL_draw_buffers.MAX_DRAW_BUFFERS_WEBGL);\r\n\r\nexport const gui = new DAT.GUI();\r\n\r\n// initialize statistics widget\r\nconst stats = new Stats();\r\nstats.setMode(1); // 0: fps, 1: ms\r\nstats.domElement.style.position = 'absolute';\r\nstats.domElement.style.left = '0px';\r\nstats.domElement.style.top = '0px';\r\ndocument.body.appendChild(stats.domElement);\r\n\r\n// Initialize camera\r\nexport const camera = new PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 1000);\r\n\r\n// Initialize camera controls\r\nexport const cameraControls = new OrbitControls(camera, canvas);\r\ncameraControls.enableDamping = true;\r\ncameraControls.enableZoom = true;\r\ncameraControls.rotateSpeed = 0.3;\r\ncameraControls.zoomSpeed = 1.0;\r\ncameraControls.panSpeed = 2.0;\r\n\r\nfunction setSize(width, height) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n camera.aspect = width / height;\r\n camera.updateProjectionMatrix();\r\n}\r\n\r\nsetSize(canvas.clientWidth, canvas.clientHeight);\r\nwindow.addEventListener('resize', () => setSize(canvas.clientWidth, canvas.clientHeight));\r\n\r\nif (DEBUG) {\r\n const spector = new Spector();\r\n spector.displayUI();\r\n}\r\n\r\n// Creates a render loop that is wrapped with camera update and stats logging\r\nexport function makeRenderLoop(render) {\r\n return function tick() {\r\n cameraControls.update();\r\n stats.begin();\r\n render();\r\n stats.end();\r\n if (!ABORTED) {\r\n requestAnimationFrame(tick)\r\n }\r\n }\r\n}\r\n\r\n// import the main application\r\nrequire('./main');\r\n\n\n\n// WEBPACK FOOTER //\n// ./src/init.js","const MinimalGLTFLoader = require('../lib/minimal-gltf-loader');\r\nimport { gl } from './init';\r\n\r\n// TODO: Edit if you want to change the light initial positions \r\nexport const LIGHT_MIN = [-14, 0, -6];\r\nexport const LIGHT_MAX = [14, 20, 6];\r\nexport const LIGHT_RADIUS = 5.0;\r\nexport const LIGHT_DT = -0.03;\r\n\r\n// TODO: This controls the number of lights\r\nexport const NUM_LIGHTS = 100;\r\n\r\nclass Scene {\r\n constructor() {\r\n this.lights = [];\r\n this.models = [];\r\n\r\n for (let i = 0; i < NUM_LIGHTS; ++i) {\r\n this.lights.push({\r\n position: new Float32Array([\r\n Math.random() * (LIGHT_MAX[0] - LIGHT_MIN[0]) + LIGHT_MIN[0],\r\n Math.random() * (LIGHT_MAX[1] - LIGHT_MIN[1]) + LIGHT_MIN[1],\r\n Math.random() * (LIGHT_MAX[2] - LIGHT_MIN[2]) + LIGHT_MIN[2],\r\n ]),\r\n color: new Float32Array([\r\n 0.5 + 0.5 * Math.random(),\r\n 0.5 + 0.5 * Math.random(),\r\n 0.5 + Math.random(),\r\n ]),\r\n radius: LIGHT_RADIUS,\r\n });\r\n }\r\n }\r\n\r\n loadGLTF(url) {\r\n var glTFLoader = new MinimalGLTFLoader.glTFLoader(gl);\r\n glTFLoader.loadGLTF(url, glTF => {\r\n var curScene = glTF.scenes[glTF.defaultScene];\r\n \r\n var webGLTextures = {};\r\n \r\n // temp var\r\n var i,len;\r\n var primitiveOrderID;\r\n \r\n var mesh;\r\n var primitive;\r\n var vertexBuffer;\r\n var indicesBuffer;\r\n \r\n // textures setting\r\n var textureID = 0;\r\n var textureInfo;\r\n var samplerInfo;\r\n var target, format, internalFormat, type; // texture info\r\n var magFilter, minFilter, wrapS, wrapT;\r\n var image;\r\n var texture;\r\n \r\n // temp for sponza\r\n var colorTextureName = 'texture_color';\r\n var normalTextureName = 'texture_normal';\r\n \r\n for (var tid in glTF.json.textures) {\r\n textureInfo = glTF.json.textures[tid];\r\n target = textureInfo.target || gl.TEXTURE_2D;\r\n format = textureInfo.format || gl.RGBA;\r\n internalFormat = textureInfo.format || gl.RGBA;\r\n type = textureInfo.type || gl.UNSIGNED_BYTE;\r\n \r\n image = glTF.images[textureInfo.source];\r\n \r\n texture = gl.createTexture();\r\n gl.activeTexture(gl.TEXTURE0 + textureID);\r\n gl.bindTexture(target, texture);\r\n \r\n switch(target) {\r\n case 3553: // gl.TEXTURE_2D\r\n gl.texImage2D(target, 0, internalFormat, format, type, image);\r\n break;\r\n }\r\n \r\n // !! Sampler\r\n // raw WebGL 1, no sampler object, set magfilter, wrapS, etc\r\n samplerInfo = glTF.json.samplers[textureInfo.sampler];\r\n minFilter = samplerInfo.minFilter || gl.NEAREST_MIPMAP_LINEAR;\r\n magFilter = samplerInfo.magFilter || gl.LINEAR;\r\n wrapS = samplerInfo.wrapS || gl.REPEAT;\r\n wrapT = samplerInfo.wrapT || gl.REPEAT;\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, minFilter);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, magFilter);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, wrapS);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, wrapT);\r\n if (minFilter == gl.NEAREST_MIPMAP_NEAREST || \r\n minFilter == gl.NEAREST_MIPMAP_LINEAR || \r\n minFilter == gl.LINEAR_MIPMAP_NEAREST ||\r\n minFilter == gl.LINEAR_MIPMAP_LINEAR ) {\r\n gl.generateMipmap(target);\r\n }\r\n \r\n \r\n gl.bindTexture(target, null);\r\n \r\n webGLTextures[tid] = {\r\n texture: texture,\r\n target: target,\r\n id: textureID\r\n };\r\n \r\n textureID++;\r\n }\r\n\r\n // vertex attributes\r\n for (var mid in curScene.meshes) {\r\n mesh = curScene.meshes[mid];\r\n\r\n for (i = 0, len = mesh.primitives.length; i < len; ++i) {\r\n primitive = mesh.primitives[i];\r\n\r\n vertexBuffer = gl.createBuffer();\r\n indicesBuffer = gl.createBuffer();\r\n\r\n // initialize buffer\r\n var vertices = primitive.vertexBuffer;\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);\r\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\r\n var indices = primitive.indices;\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\r\n\r\n var posInfo = primitive.attributes[primitive.technique.parameters['position'].semantic];\r\n var norInfo = primitive.attributes[primitive.technique.parameters['normal'].semantic];\r\n var uvInfo = primitive.attributes[primitive.technique.parameters['texcoord_0'].semantic];\r\n\r\n this.models.push({\r\n gltf: primitive,\r\n\r\n idx: indicesBuffer,\r\n\r\n attributes: vertexBuffer,\r\n posInfo: {size: posInfo.size, type: posInfo.type, stride: posInfo.stride, offset: posInfo.offset},\r\n norInfo: {size: norInfo.size, type: norInfo.type, stride: norInfo.stride, offset: norInfo.offset},\r\n uvInfo: {size: uvInfo.size, type: uvInfo.type, stride: uvInfo.stride, offset: uvInfo.offset},\r\n\r\n // specific textures temp test\r\n colmap: webGLTextures[colorTextureName].texture, \r\n normap: webGLTextures[normalTextureName].texture\r\n });\r\n }\r\n }\r\n\r\n });\r\n }\r\n\r\n update() {\r\n for (let i = 0; i < NUM_LIGHTS; i++) {\r\n // OPTIONAL TODO: Edit if you want to change how lights move\r\n this.lights[i].position[1] += LIGHT_DT;\r\n // wrap lights from bottom to top\r\n this.lights[i].position[1] = (this.lights[i].position[1] + LIGHT_MAX[1] - LIGHT_MIN[1]) % LIGHT_MAX[1] + LIGHT_MIN[1];\r\n }\r\n }\r\n\r\n draw(shaderProgram) {\r\n for (let i = 0; i < this.models.length; ++i) {\r\n const model = this.models[i];\r\n if (model.colmap) {\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, model.colmap);\r\n gl.uniform1i(shaderProgram.u_colmap, 0);\r\n }\r\n\r\n if (model.normap) {\r\n gl.activeTexture(gl.TEXTURE1);\r\n gl.bindTexture(gl.TEXTURE_2D, model.normap);\r\n gl.uniform1i(shaderProgram.u_normap, 1);\r\n }\r\n\r\n gl.bindBuffer(gl.ARRAY_BUFFER, model.attributes);\r\n \r\n gl.enableVertexAttribArray(shaderProgram.a_position);\r\n gl.vertexAttribPointer(shaderProgram.a_position, model.posInfo.size, model.posInfo.type, false, model.posInfo.stride, model.posInfo.offset);\r\n \r\n gl.enableVertexAttribArray(shaderProgram.a_normal);\r\n gl.vertexAttribPointer(shaderProgram.a_normal, model.norInfo.size, model.norInfo.type, false, model.norInfo.stride, model.norInfo.offset);\r\n \r\n gl.enableVertexAttribArray(shaderProgram.a_uv);\r\n gl.vertexAttribPointer(shaderProgram.a_uv, model.uvInfo.size, model.uvInfo.type, false, model.uvInfo.stride, model.uvInfo.offset);\r\n \r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, model.idx);\r\n\r\n gl.drawElements(model.gltf.mode, model.gltf.indices.length, model.gltf.indicesComponentType, 0);\r\n }\r\n }\r\n\r\n}\r\n\r\nexport default Scene;\n\n\n// WEBPACK FOOTER //\n// ./src/scene.js","import { gl } from '../init';\r\n\r\nexport default class TextureBuffer {\r\n /**\r\n * This class represents a buffer in a shader. Unforunately we can't bind arbitrary buffers so we need to pack the data as a texture\r\n * @param {Number} elementCount The number of items in the buffer\r\n * @param {Number} elementSize The number of values in each item of the buffer\r\n */\r\n constructor(elementCount, elementSize) {\r\n // Initialize the texture. We use gl.NEAREST for texture filtering because we don't want to blend between values in the buffer. We want the exact value\r\n this._glTexture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, this._glTexture);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n // The texture stores 4 values in each \"pixel\". Thus, the texture we create is elementCount x ceil(elementSize / 4)\r\n this._pixelsPerElement = Math.ceil(elementSize / 4);\r\n this._elementCount = elementCount;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, elementCount, this._pixelsPerElement, 0, gl.RGBA, gl.FLOAT, null);\r\n gl.bindTexture(gl.TEXTURE_2D, null);\r\n\r\n // Create a buffer to use to upload to the texture\r\n this._buffer = new Float32Array(elementCount * 4 * this._pixelsPerElement);\r\n }\r\n\r\n get glTexture() {\r\n return this._glTexture;\r\n }\r\n\r\n get buffer() {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Computes the starting buffer index to a particular item.\r\n * @param {*} index The index of the item\r\n * @param {*} component The ith float of an element is located in the (i/4)th pixel\r\n */\r\n bufferIndex(index, component) {\r\n return 4 * index + 4 * component * this._elementCount;\r\n }\r\n\r\n /**\r\n * Update the texture with the data in the buffer\r\n */\r\n update() {\r\n gl.bindTexture(gl.TEXTURE_2D, this._glTexture);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this._elementCount, this._pixelsPerElement, gl.RGBA, gl.FLOAT, this._buffer);\r\n gl.bindTexture(gl.TEXTURE_2D, null);\r\n }\r\n};\n\n\n// WEBPACK FOOTER //\n// ./src/renderers/textureBuffer.js","import { gl, canvas, abort } from './init';\r\nimport QuadVertSource from './shaders/quad.vert.glsl';\r\n\r\nfunction downloadURI(uri, name) {\r\n var link = document.createElement('a');\r\n link.download = name;\r\n link.href = uri;\r\n document.body.appendChild(link);\r\n link.click();\r\n document.body.removeChild(link);\r\n};\r\n\r\nexport function saveCanvas() {\r\n downloadURI(canvas.toDataURL('image/png'), 'webgl-canvas-' + Date.now() + '.png');\r\n}\r\n\r\nfunction compileShader(shaderSource, shaderType) {\r\n var shader = gl.createShader(shaderType);\r\n gl.shaderSource(shader, shaderSource);\r\n gl.compileShader(shader);\r\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\r\n console.error(shaderSource);\r\n abort('shader compiler error:\\n' + gl.getShaderInfoLog(shader));\r\n }\r\n\r\n return shader;\r\n};\r\n\r\nfunction linkShader(vs, fs) {\r\n var prog = gl.createProgram();\r\n gl.attachShader(prog, vs);\r\n gl.attachShader(prog, fs);\r\n gl.linkProgram(prog);\r\n if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {\r\n abort('shader linker error:\\n' + gl.getProgramInfoLog(prog));\r\n }\r\n return prog;\r\n};\r\n\r\nfunction addShaderLocations(result, shaderLocations) {\r\n if (shaderLocations && shaderLocations.uniforms && shaderLocations.uniforms.length) {\r\n for (let i = 0; i < shaderLocations.uniforms.length; ++i) {\r\n result = Object.assign(result, {\r\n [shaderLocations.uniforms[i]]: gl.getUniformLocation(result.glShaderProgram, shaderLocations.uniforms[i]),\r\n });\r\n }\r\n }\r\n if (shaderLocations && shaderLocations.attribs && shaderLocations.attribs.length) {\r\n for (let i = 0; i < shaderLocations.attribs.length; ++i) {\r\n result = Object.assign(result, {\r\n [shaderLocations.attribs[i]]: gl.getAttribLocation(result.glShaderProgram, shaderLocations.attribs[i]),\r\n });\r\n }\r\n }\r\n return result;\r\n}\r\n\r\nexport function loadShaderProgram(vsSource, fsSource, shaderLocations) {\r\n const vs = compileShader(vsSource, gl.VERTEX_SHADER);\r\n const fs = compileShader(fsSource, gl.FRAGMENT_SHADER);\r\n return addShaderLocations({\r\n glShaderProgram: linkShader(vs, fs),\r\n }, shaderLocations);\r\n}\r\n\r\nconst quadPositions = new Float32Array([\r\n -1.0, -1.0, 0.0,\r\n 1.0, -1.0, 0.0,\r\n -1.0, 1.0, 0.0,\r\n 1.0, 1.0, 0.0\r\n]);\r\n\r\nconst quadBuffer = gl.createBuffer();\r\ngl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);\r\ngl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW);\r\n\r\nexport function renderFullscreenQuad(program) {\r\n // Bind the program to use to draw the quad\r\n gl.useProgram(program.glShaderProgram);\r\n\r\n // Bind the VBO as the gl.ARRAY_BUFFER\r\n gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);\r\n\r\n // Enable the bound buffer as the vertex attrib array for\r\n // program.a_position, using gl.enableVertexAttribArray\r\n gl.enableVertexAttribArray(program.a_position);\r\n \r\n // Use gl.vertexAttribPointer to tell WebGL the type/layout for\r\n // program.a_position's access pattern.\r\n gl.vertexAttribPointer(program.a_position, 3, gl.FLOAT, gl.FALSE, 0, 0);\r\n\r\n // Use gl.drawArrays to draw the quad\r\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\r\n\r\n // Disable the enabled vertex attrib array\r\n gl.disableVertexAttribArray(program.a_position);\r\n\r\n // Unbind the array buffer.\r\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n}\r\n\n\n\n// WEBPACK FOOTER //\n// ./src/utils.js","// Polyfills\n\nif ( Number.EPSILON === undefined ) {\n\n\tNumber.EPSILON = Math.pow( 2, - 52 );\n\n}\n\nif ( Number.isInteger === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\n\tNumber.isInteger = function ( value ) {\n\n\t\treturn typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;\n\n\t};\n\n}\n\n//\n\nif ( Math.sign === undefined ) {\n\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\n\tMath.sign = function ( x ) {\n\n\t\treturn ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;\n\n\t};\n\n}\n\nif ( Function.prototype.name === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\n\n\tObject.defineProperty( Function.prototype, 'name', {\n\n\t\tget: function () {\n\n\t\t\treturn this.toString().match( /^\\s*function\\s*([^\\(\\s]*)/ )[ 1 ];\n\n\t\t}\n\n\t} );\n\n}\n\nif ( Object.assign === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\n\t( function () {\n\n\t\tObject.assign = function ( target ) {\n\n\t\t\t'use strict';\n\n\t\t\tif ( target === undefined || target === null ) {\n\n\t\t\t\tthrow new TypeError( 'Cannot convert undefined or null to object' );\n\n\t\t\t}\n\n\t\t\tvar output = Object( target );\n\n\t\t\tfor ( var index = 1; index < arguments.length; index ++ ) {\n\n\t\t\t\tvar source = arguments[ index ];\n\n\t\t\t\tif ( source !== undefined && source !== null ) {\n\n\t\t\t\t\tfor ( var nextKey in source ) {\n\n\t\t\t\t\t\tif ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {\n\n\t\t\t\t\t\t\toutput[ nextKey ] = source[ nextKey ];\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\treturn output;\n\n\t\t};\n\n\t} )();\n\n}\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tvar listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tvar listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tvar index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\tvar array = listenerArray.slice( 0 );\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nvar REVISION = '87';\nvar MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };\nvar CullFaceNone = 0;\nvar CullFaceBack = 1;\nvar CullFaceFront = 2;\nvar CullFaceFrontBack = 3;\nvar FrontFaceDirectionCW = 0;\nvar FrontFaceDirectionCCW = 1;\nvar BasicShadowMap = 0;\nvar PCFShadowMap = 1;\nvar PCFSoftShadowMap = 2;\nvar FrontSide = 0;\nvar BackSide = 1;\nvar DoubleSide = 2;\nvar FlatShading = 1;\nvar SmoothShading = 2;\nvar NoColors = 0;\nvar FaceColors = 1;\nvar VertexColors = 2;\nvar NoBlending = 0;\nvar NormalBlending = 1;\nvar AdditiveBlending = 2;\nvar SubtractiveBlending = 3;\nvar MultiplyBlending = 4;\nvar CustomBlending = 5;\nvar AddEquation = 100;\nvar SubtractEquation = 101;\nvar ReverseSubtractEquation = 102;\nvar MinEquation = 103;\nvar MaxEquation = 104;\nvar ZeroFactor = 200;\nvar OneFactor = 201;\nvar SrcColorFactor = 202;\nvar OneMinusSrcColorFactor = 203;\nvar SrcAlphaFactor = 204;\nvar OneMinusSrcAlphaFactor = 205;\nvar DstAlphaFactor = 206;\nvar OneMinusDstAlphaFactor = 207;\nvar DstColorFactor = 208;\nvar OneMinusDstColorFactor = 209;\nvar SrcAlphaSaturateFactor = 210;\nvar NeverDepth = 0;\nvar AlwaysDepth = 1;\nvar LessDepth = 2;\nvar LessEqualDepth = 3;\nvar EqualDepth = 4;\nvar GreaterEqualDepth = 5;\nvar GreaterDepth = 6;\nvar NotEqualDepth = 7;\nvar MultiplyOperation = 0;\nvar MixOperation = 1;\nvar AddOperation = 2;\nvar NoToneMapping = 0;\nvar LinearToneMapping = 1;\nvar ReinhardToneMapping = 2;\nvar Uncharted2ToneMapping = 3;\nvar CineonToneMapping = 4;\nvar UVMapping = 300;\nvar CubeReflectionMapping = 301;\nvar CubeRefractionMapping = 302;\nvar EquirectangularReflectionMapping = 303;\nvar EquirectangularRefractionMapping = 304;\nvar SphericalReflectionMapping = 305;\nvar CubeUVReflectionMapping = 306;\nvar CubeUVRefractionMapping = 307;\nvar RepeatWrapping = 1000;\nvar ClampToEdgeWrapping = 1001;\nvar MirroredRepeatWrapping = 1002;\nvar NearestFilter = 1003;\nvar NearestMipMapNearestFilter = 1004;\nvar NearestMipMapLinearFilter = 1005;\nvar LinearFilter = 1006;\nvar LinearMipMapNearestFilter = 1007;\nvar LinearMipMapLinearFilter = 1008;\nvar UnsignedByteType = 1009;\nvar ByteType = 1010;\nvar ShortType = 1011;\nvar UnsignedShortType = 1012;\nvar IntType = 1013;\nvar UnsignedIntType = 1014;\nvar FloatType = 1015;\nvar HalfFloatType = 1016;\nvar UnsignedShort4444Type = 1017;\nvar UnsignedShort5551Type = 1018;\nvar UnsignedShort565Type = 1019;\nvar UnsignedInt248Type = 1020;\nvar AlphaFormat = 1021;\nvar RGBFormat = 1022;\nvar RGBAFormat = 1023;\nvar LuminanceFormat = 1024;\nvar LuminanceAlphaFormat = 1025;\nvar RGBEFormat = RGBAFormat;\nvar DepthFormat = 1026;\nvar DepthStencilFormat = 1027;\nvar RGB_S3TC_DXT1_Format = 2001;\nvar RGBA_S3TC_DXT1_Format = 2002;\nvar RGBA_S3TC_DXT3_Format = 2003;\nvar RGBA_S3TC_DXT5_Format = 2004;\nvar RGB_PVRTC_4BPPV1_Format = 2100;\nvar RGB_PVRTC_2BPPV1_Format = 2101;\nvar RGBA_PVRTC_4BPPV1_Format = 2102;\nvar RGBA_PVRTC_2BPPV1_Format = 2103;\nvar RGB_ETC1_Format = 2151;\nvar LoopOnce = 2200;\nvar LoopRepeat = 2201;\nvar LoopPingPong = 2202;\nvar InterpolateDiscrete = 2300;\nvar InterpolateLinear = 2301;\nvar InterpolateSmooth = 2302;\nvar ZeroCurvatureEnding = 2400;\nvar ZeroSlopeEnding = 2401;\nvar WrapAroundEnding = 2402;\nvar TrianglesDrawMode = 0;\nvar TriangleStripDrawMode = 1;\nvar TriangleFanDrawMode = 2;\nvar LinearEncoding = 3000;\nvar sRGBEncoding = 3001;\nvar GammaEncoding = 3007;\nvar RGBEEncoding = 3002;\nvar LogLuvEncoding = 3003;\nvar RGBM7Encoding = 3004;\nvar RGBM16Encoding = 3005;\nvar RGBDEncoding = 3006;\nvar BasicDepthPacking = 3200;\nvar RGBADepthPacking = 3201;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _Math = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://www.broofa.com/Tools/Math.uuid.htm\n\n\t\tvar chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );\n\t\tvar uuid = new Array( 36 );\n\t\tvar rnd = 0, r;\n\n\t\treturn function generateUUID() {\n\n\t\t\tfor ( var i = 0; i < 36; i ++ ) {\n\n\t\t\t\tif ( i === 8 || i === 13 || i === 18 || i === 23 ) {\n\n\t\t\t\t\tuuid[ i ] = '-';\n\n\t\t\t\t} else if ( i === 14 ) {\n\n\t\t\t\t\tuuid[ i ] = '4';\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;\n\t\t\t\t\tr = rnd & 0xf;\n\t\t\t\t\trnd = rnd >> 4;\n\t\t\t\t\tuuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn uuid.join( '' );\n\n\t\t};\n\n\t}(),\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * _Math.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * _Math.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tvalue --;\n\t\tvalue |= value >> 1;\n\t\tvalue |= value >> 2;\n\t\tvalue |= value >> 4;\n\t\tvalue |= value >> 8;\n\t\tvalue |= value >> 16;\n\t\tvalue ++;\n\n\t\treturn value;\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author philogb / http://blog.thejit.org/\n * @author egraether / http://egraether.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nfunction Vector2( x, y ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\n}\n\nObject.defineProperties( Vector2.prototype, {\n\n\t\"width\" : {\n\n\t\tget: function () {\n\n\t\t\treturn this.x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.x = value;\n\n\t\t}\n\n\t},\n\n\t\"height\" : {\n\n\t\tget: function () {\n\n\t\t\treturn this.y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.y = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tisVector2: true,\n\n\tset: function ( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( 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: function ( 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: function () {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t},\n\n\tcopy: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( 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: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( 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: function ( 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: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tdivide: function ( 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: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tmin: function ( 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: function ( 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: function ( 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: function () {\n\n\t\tvar min = new Vector2();\n\t\tvar max = new Vector2();\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tmin.set( minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar 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: function () {\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: function () {\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: function () {\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: function () {\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: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t},\n\n\tlengthManhattan: function() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tangle: function () {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tvar angle = Math.atan2( this.y, this.x );\n\n\t\tif ( angle < 0 ) angle += 2 * Math.PI;\n\n\t\treturn angle;\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t},\n\n\tdistanceToManhattan: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( 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: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) 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: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t},\n\n\trotateAround: function ( center, angle ) {\n\n\t\tvar c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tvar x = this.x - center.x;\n\t\tvar 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} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar textureId = 0;\n\nfunction Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n\n\tthis.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n\tthis.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;\n\n\tthis.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n\n\tthis.format = format !== undefined ? format : RGBAFormat;\n\tthis.type = type !== undefined ? type : UnsignedByteType;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding !== undefined ? encoding : LinearEncoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nObject.defineProperty( Texture.prototype, \"needsUpdate\", {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( Texture.prototype, EventDispatcher.prototype, {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tif ( meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tfunction getDataURL( image ) {\n\n\t\t\tvar canvas;\n\n\t\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\t\tcanvas = image;\n\n\t\t\t} else {\n\n\t\t\t\tcanvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\t\tcanvas.width = image.width;\n\t\t\t\tcanvas.height = image.height;\n\n\t\t\t\tvar context = canvas.getContext( '2d' );\n\n\t\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t\t} else {\n\n\t\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar output = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\twrap: [ this.wrapS, this.wrapT ],\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\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tvar image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = _Math.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: getDataURL( image )\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tmeta.textures[ this.uuid ] = output;\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return;\n\n\t\tuv.multiply( this.repeat );\n\t\tuv.add( this.offset );\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\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\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}\n\n} );\n\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector4( x, y, z, w ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\tthis.w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Vector4.prototype, {\n\n\tisVector4: true,\n\n\tset: function ( 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: function ( 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: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( 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: function ( 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: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t},\n\n\tcopy: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( 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: function ( 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: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( 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: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( 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: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tvar 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: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tsetAxisAngleFromQuaternion: function ( 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\tvar s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\t this.x = 1;\n\t\t\t this.y = 0;\n\t\t\t this.z = 0;\n\n\t\t} else {\n\n\t\t\t this.x = q.x / s;\n\t\t\t this.y = q.y / s;\n\t\t\t this.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetAxisAngleFromRotationMatrix: function ( 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\tvar angle, x, y, z,\t\t// variables for result\n\t\t\tepsilon = 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\tvar xx = ( m11 + 1 ) / 2;\n\t\t\tvar yy = ( m22 + 1 ) / 2;\n\t\t\tvar zz = ( m33 + 1 ) / 2;\n\t\t\tvar xy = ( m12 + m21 ) / 4;\n\t\t\tvar xz = ( m13 + m31 ) / 4;\n\t\t\tvar 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\tvar s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t ( m13 - m31 ) * ( m13 - m31 ) +\n\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: function ( 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: function ( 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: function ( 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: function () {\n\n\t\tvar min, max;\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tif ( min === undefined ) {\n\n\t\t\t\tmin = new Vector4();\n\t\t\t\tmax = new Vector4();\n\n\t\t\t}\n\n\t\t\tmin.set( minVal, minVal, minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal, maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar 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: function () {\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: function () {\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: function () {\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: function () {\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: function () {\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: function ( 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: function () {\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: function () {\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\tlengthManhattan: function () {\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: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( 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: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( 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: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) 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: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author szimek / https://github.com/szimek/\n * @author alteredq / http://alteredqualia.com/\n * @author Marius Kintel / https://github.com/kintel\n */\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tif ( options.minFilter === undefined ) options.minFilter = LinearFilter;\n\n\tthis.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nObject.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, {\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com\n */\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5\n\tthis.activeMipMapLevel = 0;\n\n}\n\nWebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;\n\nWebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Quaternion( x, y, z, w ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Quaternion, {\n\n\tslerp: function ( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t},\n\n\tslerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tvar 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\t\tx1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tvar s = 1 - t,\n\n\t\t\t\tcos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\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\tvar 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\tvar 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\tvar 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} );\n\nObject.defineProperties( Quaternion.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tw: {\n\n\t\tget: function () {\n\n\t\t\treturn this._w;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._w = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Quaternion.prototype, {\n\n\tset: function ( 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: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t},\n\n\tcopy: function ( 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: function ( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar 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\tvar cos = Math.cos;\n\t\tvar sin = Math.sin;\n\n\t\tvar c1 = cos( x / 2 );\n\t\tvar c2 = cos( y / 2 );\n\t\tvar c3 = cos( z / 2 );\n\n\t\tvar s1 = sin( x / 2 );\n\t\tvar s2 = sin( y / 2 );\n\t\tvar s3 = sin( z / 2 );\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t}\n\n\t\tif ( update !== false ) this.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromAxisAngle: function ( 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\tvar 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: function ( 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\tvar 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\t\t\ts;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\ts = 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\ts = 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\ts = 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\ts = 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: function () {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tvar v1 = new Vector3();\n\t\tvar r;\n\n\t\tvar EPS = 0.000001;\n\n\t\treturn function setFromUnitVectors( vFrom, vTo ) {\n\n\t\t\tif ( v1 === undefined ) v1 = new Vector3();\n\n\t\t\tr = vFrom.dot( vTo ) + 1;\n\n\t\t\tif ( r < EPS ) {\n\n\t\t\t\tr = 0;\n\n\t\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\t\tv1.set( - vFrom.y, vFrom.x, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv1.set( 0, - vFrom.z, vFrom.y );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tv1.crossVectors( vFrom, vTo );\n\n\t\t\t}\n\n\t\t\tthis._x = v1.x;\n\t\t\tthis._y = v1.y;\n\t\t\tthis._z = v1.z;\n\t\t\tthis._w = r;\n\n\t\t\treturn this.normalize();\n\n\t\t};\n\n\t}(),\n\n\tinverse: function () {\n\n\t\treturn this.conjugate().normalize();\n\n\t},\n\n\tconjugate: function () {\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: function ( 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: function () {\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: function () {\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: function () {\n\n\t\tvar 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: function ( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t},\n\n\tpremultiply: function ( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t},\n\n\tmultiplyQuaternions: function ( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tvar qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tvar 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: function ( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tvar 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\tvar 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\tvar sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );\n\n\t\tif ( Math.abs( sinHalfTheta ) < 0.001 ) {\n\n\t\t\tthis._w = 0.5 * ( w + this._w );\n\t\t\tthis._x = 0.5 * ( x + this._x );\n\t\t\tthis._y = 0.5 * ( y + this._y );\n\t\t\tthis._z = 0.5 * ( z + this._z );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tvar ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( 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: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) 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\tonChange: function ( callback ) {\n\n\t\tthis.onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tonChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector3( x, y, z ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\n}\n\nObject.assign( Vector3.prototype, {\n\n\tisVector3: true,\n\n\tset: function ( x, y, z ) {\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: function ( 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: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( 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: function ( 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: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t},\n\n\tcopy: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( 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: function ( 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: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( 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: function ( 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: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( 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: function ( 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: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function applyEuler( euler ) {\n\n\t\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t\t}\n\n\t\t\treturn this.applyQuaternion( quaternion.setFromEuler( euler ) );\n\n\t\t};\n\n\t}(),\n\n\tapplyAxisAngle: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function applyAxisAngle( axis, angle ) {\n\n\t\t\treturn this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );\n\n\t\t};\n\n\t}(),\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar 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\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tvar 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: function ( q ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tvar ix = qw * x + qy * z - qz * y;\n\t\tvar iy = qw * y + qz * x - qx * z;\n\t\tvar iz = qw * z + qx * y - qy * x;\n\t\tvar 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: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function project( camera ) {\n\n\t\t\tmatrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );\n\t\t\treturn this.applyMatrix4( matrix );\n\n\t\t};\n\n\t}(),\n\n\tunproject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function unproject( camera ) {\n\n\t\t\tmatrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );\n\t\t\treturn this.applyMatrix4( matrix );\n\n\t\t};\n\n\t}(),\n\n\ttransformDirection: function ( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar 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: function ( 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: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tmin: function ( 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: function ( 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: function ( 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: function () {\n\n\t\tvar min = new Vector3();\n\t\tvar max = new Vector3();\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tmin.set( minVal, minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar 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: function () {\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: function () {\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: function () {\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: function () {\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: function () {\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: function ( 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: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t},\n\n\tlengthManhattan: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( 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: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tcross: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\n\t\tthis.x = y * v.z - z * v.y;\n\t\tthis.y = z * v.x - x * v.z;\n\t\tthis.z = x * v.y - y * v.x;\n\n\t\treturn this;\n\n\t},\n\n\tcrossVectors: function ( a, b ) {\n\n\t\tvar ax = a.x, ay = a.y, az = a.z;\n\t\tvar 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: function ( vector ) {\n\n\t\tvar scalar = vector.dot( this ) / vector.lengthSq();\n\n\t\treturn this.copy( vector ).multiplyScalar( scalar );\n\n\t},\n\n\tprojectOnPlane: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function projectOnPlane( planeNormal ) {\n\n\t\t\tv1.copy( this ).projectOnVector( planeNormal );\n\n\t\t\treturn this.sub( v1 );\n\n\t\t};\n\n\t}(),\n\n\treflect: function () {\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\tvar v1 = new Vector3();\n\n\t\treturn function reflect( normal ) {\n\n\t\t\treturn this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t\t};\n\n\t}(),\n\n\tangleTo: function ( v ) {\n\n\t\tvar theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( _Math.clamp( theta, - 1, 1 ) );\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar 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\tdistanceToManhattan: function ( 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: function ( s ) {\n\n\t\tvar sinPhiRadius = Math.sin( s.phi ) * s.radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( s.theta );\n\t\tthis.y = Math.cos( s.phi ) * s.radius;\n\t\tthis.z = sinPhiRadius * Math.cos( s.theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCylindrical: function ( c ) {\n\n\t\tthis.x = c.radius * Math.sin( c.theta );\n\t\tthis.y = c.y;\n\t\tthis.z = c.radius * Math.cos( c.theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixPosition: function ( m ) {\n\n\t\tvar 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: function ( m ) {\n\n\t\tvar sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tvar sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tvar 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: function ( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) 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: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author jordi_ros / http://plattsoft.com\n * @author D1plo1d / http://github.com/D1plo1d\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author timknip / http://www.floorplanner.com/\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Matrix4() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0, 0,\n\t\t0, 1, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t0, 0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix4.prototype, {\n\n\tisMatrix4: true,\n\n\tset: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tvar 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: function () {\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: function () {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar 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: function ( m ) {\n\n\t\tvar te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\textractBasis: function ( 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: function ( 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: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function extractRotation( m ) {\n\n\t\t\tvar te = this.elements;\n\t\t\tvar me = m.elements;\n\n\t\t\tvar scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();\n\t\t\tvar scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();\n\t\t\tvar scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();\n\n\t\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\n\t\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\n\t\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmakeRotationFromEuler: function ( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\n\t\tvar x = euler.x, y = euler.y, z = euler.z;\n\t\tvar a = Math.cos( x ), b = Math.sin( x );\n\t\tvar c = Math.cos( y ), d = Math.sin( y );\n\t\tvar e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tvar 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\tvar 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\tvar 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\tvar 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\tvar 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\tvar 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// last column\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// bottom row\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: function ( q ) {\n\n\t\tvar te = this.elements;\n\n\t\tvar x = q._x, y = q._y, z = q._z, w = q._w;\n\t\tvar x2 = x + x, y2 = y + y, z2 = z + z;\n\t\tvar xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tvar yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tvar wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tte[ 0 ] = 1 - ( yy + zz );\n\t\tte[ 4 ] = xy - wz;\n\t\tte[ 8 ] = xz + wy;\n\n\t\tte[ 1 ] = xy + wz;\n\t\tte[ 5 ] = 1 - ( xx + zz );\n\t\tte[ 9 ] = yz - wx;\n\n\t\tte[ 2 ] = xz - wy;\n\t\tte[ 6 ] = yz + wx;\n\t\tte[ 10 ] = 1 - ( xx + yy );\n\n\t\t// last column\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// bottom row\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\tlookAt: function () {\n\n\t\tvar x = new Vector3();\n\t\tvar y = new Vector3();\n\t\tvar z = new Vector3();\n\n\t\treturn function lookAt( eye, target, up ) {\n\n\t\t\tvar te = this.elements;\n\n\t\t\tz.subVectors( eye, target );\n\n\t\t\tif ( z.lengthSq() === 0 ) {\n\n\t\t\t\t// eye and target are in the same position\n\n\t\t\t\tz.z = 1;\n\n\t\t\t}\n\n\t\t\tz.normalize();\n\t\t\tx.crossVectors( up, z );\n\n\t\t\tif ( x.lengthSq() === 0 ) {\n\n\t\t\t\t// up and z are parallel\n\n\t\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t\tz.x += 0.0001;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz.z += 0.0001;\n\n\t\t\t\t}\n\n\t\t\t\tz.normalize();\n\t\t\t\tx.crossVectors( up, z );\n\n\t\t\t}\n\n\t\t\tx.normalize();\n\t\t\ty.crossVectors( z, x );\n\n\t\t\tte[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;\n\t\t\tte[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;\n\t\t\tte[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmultiply: function ( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tvar a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tvar 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: function ( s ) {\n\n\t\tvar 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\tapplyToBufferAttribute: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function applyToBufferAttribute( attribute ) {\n\n\t\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\tv1.x = attribute.getX( i );\n\t\t\t\tv1.y = attribute.getY( i );\n\t\t\t\tv1.z = attribute.getZ( i );\n\n\t\t\t\tv1.applyMatrix4( this );\n\n\t\t\t\tattribute.setXYZ( i, v1.x, v1.y, v1.z );\n\n\t\t\t}\n\n\t\t\treturn attribute;\n\n\t\t};\n\n\t}(),\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tvar n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tvar n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tvar 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: function () {\n\n\t\tvar te = this.elements;\n\t\tvar 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: function ( v ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 12 ] = v.x;\n\t\tte[ 13 ] = v.y;\n\t\tte[ 14 ] = v.z;\n\n\t\treturn this;\n\n\t},\n\n\tgetInverse: function ( m, throwOnDegenerate ) {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tvar te = this.elements,\n\t\t\tme = m.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],\n\t\t\tn12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],\n\t\t\tn13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],\n\t\t\tn14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 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\tvar det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar 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: function ( v ) {\n\n\t\tvar te = this.elements;\n\t\tvar 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: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tvar scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tvar 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: function ( 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: function ( theta ) {\n\n\t\tvar 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: function ( theta ) {\n\n\t\tvar 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: function ( theta ) {\n\n\t\tvar 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: function ( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tvar c = Math.cos( angle );\n\t\tvar s = Math.sin( angle );\n\t\tvar t = 1 - c;\n\t\tvar x = axis.x, y = axis.y, z = axis.z;\n\t\tvar 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\t return this;\n\n\t},\n\n\tmakeScale: function ( 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: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tcompose: function ( position, quaternion, scale ) {\n\n\t\tthis.makeRotationFromQuaternion( quaternion );\n\t\tthis.scale( scale );\n\t\tthis.setPosition( position );\n\n\t\treturn this;\n\n\t},\n\n\tdecompose: function () {\n\n\t\tvar vector = new Vector3();\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function decompose( position, quaternion, scale ) {\n\n\t\t\tvar te = this.elements;\n\n\t\t\tvar sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\t\tvar sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\t\tvar sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t\t// if determine is negative, we need to invert one scale\n\t\t\tvar det = this.determinant();\n\t\t\tif ( det < 0 ) sx = - sx;\n\n\t\t\tposition.x = te[ 12 ];\n\t\t\tposition.y = te[ 13 ];\n\t\t\tposition.z = te[ 14 ];\n\n\t\t\t// scale the rotation part\n\t\t\tmatrix.copy( this );\n\n\t\t\tvar invSX = 1 / sx;\n\t\t\tvar invSY = 1 / sy;\n\t\t\tvar invSZ = 1 / sz;\n\n\t\t\tmatrix.elements[ 0 ] *= invSX;\n\t\t\tmatrix.elements[ 1 ] *= invSX;\n\t\t\tmatrix.elements[ 2 ] *= invSX;\n\n\t\t\tmatrix.elements[ 4 ] *= invSY;\n\t\t\tmatrix.elements[ 5 ] *= invSY;\n\t\t\tmatrix.elements[ 6 ] *= invSY;\n\n\t\t\tmatrix.elements[ 8 ] *= invSZ;\n\t\t\tmatrix.elements[ 9 ] *= invSZ;\n\t\t\tmatrix.elements[ 10 ] *= invSZ;\n\n\t\t\tquaternion.setFromRotationMatrix( matrix );\n\n\t\t\tscale.x = sx;\n\t\t\tscale.y = sy;\n\t\t\tscale.z = sz;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmakePerspective: function ( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\t\tvar x = 2 * near / ( right - left );\n\t\tvar y = 2 * near / ( top - bottom );\n\n\t\tvar a = ( right + left ) / ( right - left );\n\t\tvar b = ( top + bottom ) / ( top - bottom );\n\t\tvar c = - ( far + near ) / ( far - near );\n\t\tvar 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: function ( left, right, top, bottom, near, far ) {\n\n\t\tvar te = this.elements;\n\t\tvar w = 1.0 / ( right - left );\n\t\tvar h = 1.0 / ( top - bottom );\n\t\tvar p = 1.0 / ( far - near );\n\n\t\tvar x = ( right + left ) * w;\n\t\tvar y = ( top + bottom ) * h;\n\t\tvar 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: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var 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: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar 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\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data, width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\n/**\n * @author tschw\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, renderer )'.\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, [renderer] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'renderer' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (renderer factorizations):\n *\n * .upload( gl, seq, values, renderer )\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 (renderer factorizations):\n *\n * .setValue( gl, name, value )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .set( gl, obj, prop )\n *\n * \t\tsets uniform from object and property with same name than uniform\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nvar emptyTexture = new Texture();\nvar emptyCubeTexture = new CubeTexture();\n\n// --- Base for inner nodes (including the root) ---\n\nfunction UniformContainer() {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nvar arrayCacheF32 = [];\nvar arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nvar mat4array = new Float32Array( 16 );\nvar mat3array = new Float32Array( 9 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tvar 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\tvar n = nBlocks * blockSize,\n\t\tr = 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 ( var 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\n// Texture unit allocation\n\nfunction allocTexUnits( renderer, n ) {\n\n\tvar 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 ( var i = 0; i !== n; ++ i )\n\t\tr[ i ] = renderer.allocTextureUnit();\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 setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }\nfunction setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValue2fv( gl, v ) {\n\n\tif ( v.x === undefined ) gl.uniform2fv( this.addr, v );\n\telse gl.uniform2f( this.addr, v.x, v.y );\n\n}\n\nfunction setValue3fv( gl, v ) {\n\n\tif ( v.x !== undefined )\n\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\telse if ( v.r !== undefined )\n\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\telse\n\t\tgl.uniform3fv( this.addr, v );\n\n}\n\nfunction setValue4fv( gl, v ) {\n\n\tif ( v.x === undefined ) gl.uniform4fv( this.addr, v );\n\telse gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValue2fm( gl, v ) {\n\n\tgl.uniformMatrix2fv( this.addr, false, v.elements || v );\n\n}\n\nfunction setValue3fm( gl, v ) {\n\n\tif ( v.elements === undefined ) {\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t} else {\n\n\t\tmat3array.set( v.elements );\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t}\n\n}\n\nfunction setValue4fm( gl, v ) {\n\n\tif ( v.elements === undefined ) {\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t} else {\n\n\t\tmat4array.set( v.elements );\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, renderer ) {\n\n\tvar unit = renderer.allocTextureUnit();\n\tgl.uniform1i( this.addr, unit );\n\trenderer.setTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, renderer ) {\n\n\tvar unit = renderer.allocTextureUnit();\n\tgl.uniform1i( this.addr, unit );\n\trenderer.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }\nfunction setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }\nfunction setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }\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 setValue1f; // FLOAT\n\t\tcase 0x8b50: return setValue2fv; // _VEC2\n\t\tcase 0x8b51: return setValue3fv; // _VEC3\n\t\tcase 0x8b52: return setValue4fv; // _VEC4\n\n\t\tcase 0x8b5a: return setValue2fm; // _MAT2\n\t\tcase 0x8b5b: return setValue3fm; // _MAT3\n\t\tcase 0x8b5c: return setValue4fm; // _MAT4\n\n\t\tcase 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES\n\t\tcase 0x8b60: return setValueT6; // SAMPLER_CUBE\n\n\t\tcase 0x1404: case 0x8b56: return setValue1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValue2iv; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValue3iv; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValue4iv; // _VEC4\n\n\t}\n\n}\n\n// Array of scalars\n\nfunction setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }\nfunction setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2a( gl, v ) {\n\n\tgl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );\n\n}\n\nfunction setValueV3a( gl, v ) {\n\n\tgl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );\n\n}\n\nfunction setValueV4a( gl, v ) {\n\n\tgl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2a( gl, v ) {\n\n\tgl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );\n\n}\n\nfunction setValueM3a( gl, v ) {\n\n\tgl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );\n\n}\n\nfunction setValueM4a( gl, v ) {\n\n\tgl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1a( gl, v, renderer ) {\n\n\tvar n = v.length,\n\t\tunits = allocTexUnits( renderer, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\trenderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6a( gl, v, renderer ) {\n\n\tvar n = v.length,\n\t\tunits = allocTexUnits( renderer, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\trenderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValue1fv; // FLOAT\n\t\tcase 0x8b50: return setValueV2a; // _VEC2\n\t\tcase 0x8b51: return setValueV3a; // _VEC3\n\t\tcase 0x8b52: return setValueV4a; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2a; // _MAT2\n\t\tcase 0x8b5b: return setValueM3a; // _MAT3\n\t\tcase 0x8b5c: return setValueM4a; // _MAT4\n\n\t\tcase 0x8b5e: return setValueT1a; // SAMPLER_2D\n\t\tcase 0x8b60: return setValueT6a; // SAMPLER_CUBE\n\n\t\tcase 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValue2iv; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValue3iv; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValue4iv; // _VEC4\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tUniformContainer.call( this ); // mix-in\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value ) {\n\n\t// Note: Don't need an extra 'renderer' parameter, since samplers\n\t// are not allowed in structured uniforms.\n\n\tvar seq = this.seq;\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ] );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nvar RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/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\tvar 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\tfor ( ; ; ) {\n\n\t\tvar match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex,\n\n\t\t\tid = match[ 1 ],\n\t\t\tidIsIndex = 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\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\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\tvar map = container.map, next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program, renderer ) {\n\n\tUniformContainer.call( this );\n\n\tthis.renderer = renderer;\n\n\tvar n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\tfor ( var i = 0; i < n; ++ i ) {\n\n\t\tvar info = gl.getActiveUniform( program, i ),\n\t\t\tpath = info.name,\n\t\t\taddr = gl.getUniformLocation( program, path );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value ) {\n\n\tvar u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, this.renderer );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tvar v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, renderer ) {\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, renderer );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tvar r = [];\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar 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\nfunction Color( r, g, b ) {\n\n\tif ( g === undefined && b === undefined ) {\n\n\t\t// r is THREE.Color, hex or string\n\t\treturn this.set( r );\n\n\t}\n\n\treturn this.setRGB( r, g, b );\n\n}\n\nObject.assign( Color.prototype, {\n\n\tisColor: true,\n\n\tr: 1, g: 1, b: 1,\n\n\tset: function ( 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: function ( 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: function ( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t},\n\n\tsetRGB: function ( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t},\n\n\tsetHSL: function () {\n\n\t\tfunction hue2rgb( p, q, t ) {\n\n\t\t\tif ( t < 0 ) t += 1;\n\t\t\tif ( t > 1 ) t -= 1;\n\t\t\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\t\t\tif ( t < 1 / 2 ) return q;\n\t\t\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\t\t\treturn p;\n\n\t\t}\n\n\t\treturn function setHSL( h, s, l ) {\n\n\t\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\t\th = _Math.euclideanModulo( h, 1 );\n\t\t\ts = _Math.clamp( s, 0, 1 );\n\t\t\tl = _Math.clamp( l, 0, 1 );\n\n\t\t\tif ( s === 0 ) {\n\n\t\t\t\tthis.r = this.g = this.b = l;\n\n\t\t\t} else {\n\n\t\t\t\tvar p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\t\tvar q = ( 2 * l ) - p;\n\n\t\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tsetStyle: function ( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tvar m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tvar color;\n\t\t\tvar name = m[ 1 ];\n\t\t\tvar components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\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 = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tvar h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tvar s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tvar l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f0-9]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tvar hex = m[ 1 ];\n\t\t\tvar size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\t// color keywords\n\t\t\tvar hex = ColorKeywords[ style ];\n\n\t\t\tif ( hex !== undefined ) {\n\n\t\t\t\t// red\n\t\t\t\tthis.setHex( hex );\n\n\t\t\t} else {\n\n\t\t\t\t// unknown color\n\t\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t},\n\n\tcopy: function ( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t},\n\n\tcopyGammaToLinear: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t},\n\n\tcopyLinearToGamma: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tvar safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t},\n\n\tconvertGammaToLinear: function () {\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tthis.r = r * r;\n\t\tthis.g = g * g;\n\t\tthis.b = b * b;\n\n\t\treturn this;\n\n\t},\n\n\tconvertLinearToGamma: function () {\n\n\t\tthis.r = Math.sqrt( this.r );\n\t\tthis.g = Math.sqrt( this.g );\n\t\tthis.b = Math.sqrt( this.b );\n\n\t\treturn this;\n\n\t},\n\n\tgetHex: function () {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t},\n\n\tgetHexString: function () {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t},\n\n\tgetHSL: function ( optionalTarget ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tvar hsl = optionalTarget || { h: 0, s: 0, l: 0 };\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tvar max = Math.max( r, g, b );\n\t\tvar min = Math.min( r, g, b );\n\n\t\tvar hue, saturation;\n\t\tvar 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\tvar 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\thsl.h = hue;\n\t\thsl.s = saturation;\n\t\thsl.l = lightness;\n\n\t\treturn hsl;\n\n\t},\n\n\tgetStyle: function () {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t},\n\n\toffsetHSL: function ( h, s, l ) {\n\n\t\tvar hsl = this.getHSL();\n\n\t\thsl.h += h; hsl.s += s; hsl.l += l;\n\n\t\tthis.setHSL( hsl.h, hsl.s, hsl.l );\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( 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: function ( 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: function ( 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: function( 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: function ( 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: function ( 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: function ( 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\tequals: function ( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) 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\ttoJSON: function () {\n\n\t\treturn this.getHex();\n\n\t}\n\n} );\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nvar UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\toffsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\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\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\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},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\toffsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }\n\n\t}\n\n};\n\n/**\n * Uniform Utilities\n */\n\nvar UniformsUtils = {\n\n\tmerge: function ( uniforms ) {\n\n\t\tvar merged = {};\n\n\t\tfor ( var u = 0; u < uniforms.length; u ++ ) {\n\n\t\t\tvar tmp = this.clone( uniforms[ u ] );\n\n\t\t\tfor ( var p in tmp ) {\n\n\t\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn merged;\n\n\t},\n\n\tclone: function ( uniforms_src ) {\n\n\t\tvar uniforms_dst = {};\n\n\t\tfor ( var u in uniforms_src ) {\n\n\t\t\tuniforms_dst[ u ] = {};\n\n\t\t\tfor ( var p in uniforms_src[ u ] ) {\n\n\t\t\t\tvar parameter_src = uniforms_src[ u ][ p ];\n\n\t\t\t\tif ( parameter_src && ( parameter_src.isColor ||\n\t\t\t\t\tparameter_src.isMatrix3 || parameter_src.isMatrix4 ||\n\t\t\t\t\tparameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||\n\t\t\t\t\tparameter_src.isTexture ) ) {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src.clone();\n\n\t\t\t\t} else if ( Array.isArray( parameter_src ) ) {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src.slice();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn uniforms_dst;\n\n\t}\n\n};\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\\n\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\\n\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\\n\";\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( PHYSICAL )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\\n\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"\\nvec3 transformed = vec3( position );\\n\";\n\nvar beginnormal_vertex = \"\\nvec3 objectNormal = vec3( normal );\\n\";\n\nvar bsdfs = \"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\tif( decayExponent > 0.0 ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\treturn distanceFalloff * maxDistanceCutoffFactor;\\n#else\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n#endif\\n\\t}\\n\\treturn 1.0;\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\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 theta = acos( dot( N, V ) );\\n\\tvec2 uv = vec2(\\n\\t\\tsqrt( saturate( roughness ) ),\\n\\t\\tsaturate( theta / ( 0.5 * PI ) ) );\\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\\n\\tfloat b = 3.45068 + (4.18814 + y) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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 * transpose( 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\\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\\n\\treturn result;\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\\n\\treturn specularColor * AB.x + AB.y;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\\n\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\\n\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t\\t\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\\n\\t\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\tif ( clipped ) discard;\\n\\t\\n\\t#endif\\n#endif\\n\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\\n\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\\n\";\n\nvar color_pars_vertex = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define PI_HALF 1.5707963267949\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\n#define EPSILON 1e-6\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transpose( const in mat3 v ) {\\n\\tmat3 tmp;\\n\\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\\n\\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\\n\\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\\n\\treturn tmp;\\n}\\n\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_textureSize (1024.0)\\nint getFaceFromDirection(vec3 direction) {\\n\\tvec3 absDirection = abs(direction);\\n\\tint face = -1;\\n\\tif( absDirection.x > absDirection.z ) {\\n\\t\\tif(absDirection.x > absDirection.y )\\n\\t\\t\\tface = direction.x > 0.0 ? 0 : 3;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\telse {\\n\\t\\tif(absDirection.z > absDirection.y )\\n\\t\\t\\tface = direction.z > 0.0 ? 2 : 5;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\treturn face;\\n}\\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\\n\\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\\n\\tfloat dxRoughness = dFdx(roughness);\\n\\tfloat dyRoughness = dFdy(roughness);\\n\\tvec3 dx = dFdx( vec * scale * dxRoughness );\\n\\tvec3 dy = dFdy( vec * scale * dyRoughness );\\n\\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\\n\\td = clamp(d, 1.0, cubeUV_rangeClamp);\\n\\tfloat mipLevel = 0.5 * log2(d);\\n\\treturn vec2(floor(mipLevel), fract(mipLevel));\\n}\\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\\n\\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\\n\\tfloat a = 16.0 * cubeUV_rcpTextureSize;\\n\\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\\n\\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\\n\\tfloat powScale = exp2_packed.x * exp2_packed.y;\\n\\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\\n\\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\\n\\tbool bRes = mipLevel == 0.0;\\n\\tscale = bRes && (scale < a) ? a : scale;\\n\\tvec3 r;\\n\\tvec2 offset;\\n\\tint face = getFaceFromDirection(direction);\\n\\tfloat rcpPowScale = 1.0 / powScale;\\n\\tif( face == 0) {\\n\\t\\tr = vec3(direction.x, -direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 1) {\\n\\t\\tr = vec3(direction.y, direction.x, direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 2) {\\n\\t\\tr = vec3(direction.z, direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 3) {\\n\\t\\tr = vec3(direction.x, direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse if( face == 4) {\\n\\t\\tr = vec3(direction.y, direction.x, -direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse {\\n\\t\\tr = vec3(direction.z, -direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\tr = normalize(r);\\n\\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\\n\\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\\n\\tvec2 base = offset + vec2( texelOffset );\\n\\treturn base + s * ( scale - 2.0 * texelOffset );\\n}\\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\\n\\tfloat roughnessVal = roughness* cubeUV_maxLods3;\\n\\tfloat r1 = floor(roughnessVal);\\n\\tfloat r2 = r1 + 1.0;\\n\\tfloat t = fract(roughnessVal);\\n\\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\\n\\tfloat s = mipInfo.y;\\n\\tfloat level0 = mipInfo.x;\\n\\tfloat level1 = level0 + 1.0;\\n\\tlevel1 = level1 > 5.0 ? 5.0 : level1;\\n\\tlevel0 += min( floor( s + 0.5 ), 5.0 );\\n\\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\\n\\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\\n\\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\\n\\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\\n\\tvec4 result = mix(color10, color20, t);\\n\\treturn vec4(result.rgb, 1.0);\\n}\\n#endif\\n\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = normalMatrix * objectNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\\n\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\\n#endif\\n\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\\n\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\\n\";\n\nvar encodings_fragment = \" gl_FragColor = linearToOutputTexel( gl_FragColor );\\n\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\\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.w );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = min( floor( D ) / 255.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\\n\\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract(Le);\\n\\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\\n\\treturn vec4( max(vRGB, 0.0), 1.0 );\\n}\\n\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_pars_fragment = \"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\\n\\tuniform float reflectivity;\\n\\tuniform float envMapIntensity;\\n#endif\\n#ifdef USE_ENVMAP\\n\\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\tuniform float flipEnvMap;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\n\";\n\nvar fog_vertex = \"\\n#ifdef USE_FOG\\nfogDepth = -mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n varying float fogDepth;\\n#endif\\n\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\\n\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\\n\";\n\nvar gradientmap_pars_fragment = \"#ifdef TOON\\n\\tuniform sampler2D gradientMap;\\n\\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\t\\tfloat dotNL = dot( normal, lightDirection );\\n\\t\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t\\t#ifdef USE_GRADIENTMAP\\n\\t\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n#endif\\n\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";\n\nvar lights_pars = \"uniform vec3 ambientLightColor;\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t\\tfloat shadowCameraNear;\\n\\t\\tfloat shadowCameraFar;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltcMat;\\tuniform sampler2D ltcMag;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\\n\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\\n\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifdef TOON\\n\\t\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#else\\n\\t\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\t\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#endif\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\\n\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\\n#ifdef STANDARD\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.clearCoat = saturate( clearCoat );\\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\\n#endif\\n\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoat;\\n\\t\\tfloat clearCoatRoughness;\\n\\t#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tfloat norm = texture2D( ltcMag, uv ).a;\\n\\t\\tvec4 t = texture2D( ltcMat, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( 1, 0, t.y ),\\n\\t\\t\\tvec3( 0, t.z, 0 ),\\n\\t\\t\\tvec3( t.w, 0, t.x )\\n\\t\\t);\\n\\t\\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\\n\\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifndef STANDARD\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\tfloat dotNL = dotNV;\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\\n\";\n\nvar lights_template = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = normalize( vViewPosition );\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\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#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\\n\\t#endif\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\\n\\t#ifndef STANDARD\\n\\t\\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\\n\\t#else\\n\\t\\tvec3 clearCoatRadiance = vec3( 0.0 );\\n\\t#endif\\n\\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\\n#endif\\n\";\n\nvar logdepthbuf_fragment = \"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\\n\\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#ifdef USE_LOGDEPTHBUF\\n\\tuniform float logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n#endif\\n\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n\\tuniform float logDepthBufFC;\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t#else\\n\\t\\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\\n\\t#endif\\n#endif\\n\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\\n\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n\";\n\nvar map_particle_fragment = \"#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n\";\n\nvar map_particle_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform vec4 offsetRepeat;\\n\\tuniform sampler2D map;\\n#endif\\n\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\\n\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\n#endif\\n\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\n\\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\n\\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\n\\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\n\\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\n\\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\n\\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\\n\";\n\nvar normal_fragment = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tnormal = perturbNormal2Arb( -vViewPosition, normal );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\\n\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\\n\\t\\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\tmapN.xy = normalScale * mapN.xy;\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\\n\";\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 1.0 - 2.0 * rgb.xyz;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\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\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\\n\";\n\nvar project_vertex = \"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\\ngl_Position = projectionMatrix * mvPosition;\\n\";\n\nvar dithering_fragment = \"#if defined( DITHERING )\\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\\n\";\n\nvar dithering_pars_fragment = \"#if defined( 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\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\\n\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\\n\\t\\tconst vec2 offset = vec2( 0.0, 1.0 );\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / size;\\n\\t\\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\\n\\t\\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\\n\\t\\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\\n\\t\\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\\n\\t\\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\\n\\t\\tvec2 f = fract( uv * size + 0.5 );\\n\\t\\tfloat a = mix( lb, lt, f.y );\\n\\t\\tfloat b = mix( rb, rt, f.y );\\n\\t\\tfloat c = mix( a, b, f.x );\\n\\t\\treturn c;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\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( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\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 )\\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\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n#endif\\n\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\\n\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\\n\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\\n\";\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\";\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#endif\\n\";\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 gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\\n\";\n\nvar tonemapping_pars_fragment = \"#define saturate(a) clamp( a, 0.0, 1.0 )\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\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}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\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}\\n\";\n\nvar uv_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n\\tuniform vec4 offsetRepeat;\\n#endif\\n\";\n\nvar uv_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\\n#endif\";\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#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = uv2;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\\n#endif\\n\";\n\nvar cube_frag = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldPosition;\\nvoid main() {\\n\\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\\n\\tgl_FragColor.a *= opacity;\\n}\\n\";\n\nvar cube_vert = \"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\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\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\\n\";\n\nvar depth_vert = \"#include \\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}\\n\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\\n\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\\n\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldPosition );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n}\\n\";\n\nvar equirect_vert = \"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\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\\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\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\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\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\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphysical_frag = \"#define PHYSICAL\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifndef STANDARD\\n\\tuniform float clearCoat;\\n\\tuniform float clearCoatRoughness;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\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\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphysical_vert = \"#define PHYSICAL\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\\n\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\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( USE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\\n\";\n\nvar points_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\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tgl_PointSize = size * ( scale / - mvPosition.z );\\n\\t#else\\n\\t\\tgl_PointSize = size;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n}\\n\";\n\nvar shadow_vert = \"#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars: lights_pars,\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_template: lights_template,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment: normal_fragment,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\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\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n */\n\nvar ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: UniformsUtils.merge( [\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: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: UniformsUtils.merge( [\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.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 0.5 },\n\t\t\t\tmetalness: { value: 0.5 },\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\tpoints: {\n\n\t\tuniforms: UniformsUtils.merge( [\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: UniformsUtils.merge( [\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: UniformsUtils.merge( [\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: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\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: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: UniformsUtils.merge( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearCoat: { value: 0 },\n\t\t\tclearCoatRoughness: { value: 0 }\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Box2( min, max ) {\n\n\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n}\n\nObject.assign( Box2.prototype, {\n\n\tset: function ( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( var 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: function () {\n\n\t\tvar v1 = new Vector2();\n\n\t\treturn function setFromCenterAndSize( center, size ) {\n\n\t\t\tvar halfSize = v1.copy( size ).multiplyScalar( 0.5 );\n\t\t\tthis.min.copy( center ).sub( halfSize );\n\t\t\tthis.max.copy( center ).add( halfSize );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( 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: function () {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t},\n\n\tisEmpty: function () {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t},\n\n\tgetCenter: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector2();\n\t\treturn this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t},\n\n\tgetSize: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector2();\n\t\treturn this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );\n\n\t},\n\n\texpandByPoint: function ( 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: function ( 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: function ( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t},\n\n\tcontainsBox: function ( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t},\n\n\tgetParameter: function ( point, optionalTarget ) {\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\tvar result = optionalTarget || new Vector2();\n\n\t\treturn result.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t},\n\n\tclampPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector2();\n\t\treturn result.copy( point ).clamp( this.min, this.max );\n\n\t},\n\n\tdistanceToPoint: function () {\n\n\t\tvar v1 = new Vector2();\n\n\t\treturn function distanceToPoint( point ) {\n\n\t\t\tvar clampedPoint = v1.copy( point ).clamp( this.min, this.max );\n\t\t\treturn clampedPoint.sub( point ).length();\n\n\t\t};\n\n\t}(),\n\n\tintersect: function ( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tunion: function ( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( 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: function ( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) {\n\n\tvar vertexBuffer, elementBuffer;\n\tvar shader, program, attributes, uniforms;\n\n\tvar tempTexture, occlusionTexture;\n\n\tfunction init() {\n\n\t\tvar vertices = new Float32Array( [\n\t\t\t- 1, - 1, 0, 0,\n\t\t\t 1, - 1, 1, 0,\n\t\t\t 1, 1, 1, 1,\n\t\t\t- 1, 1, 0, 1\n\t\t] );\n\n\t\tvar faces = new Uint16Array( [\n\t\t\t0, 1, 2,\n\t\t\t0, 2, 3\n\t\t] );\n\n\t\t// buffers\n\n\t\tvertexBuffer = gl.createBuffer();\n\t\telementBuffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\t\tgl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );\n\n\t\t// textures\n\n\t\ttempTexture = gl.createTexture();\n\t\tocclusionTexture = gl.createTexture();\n\n\t\tstate.bindTexture( gl.TEXTURE_2D, tempTexture );\n\t\tgl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\n\t\tstate.bindTexture( gl.TEXTURE_2D, occlusionTexture );\n\t\tgl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\n\t\tshader = {\n\n\t\t\tvertexShader: [\n\n\t\t\t\t\"uniform lowp int renderType;\",\n\n\t\t\t\t\"uniform vec3 screenPosition;\",\n\t\t\t\t\"uniform vec2 scale;\",\n\t\t\t\t\"uniform float rotation;\",\n\n\t\t\t\t\"uniform sampler2D occlusionMap;\",\n\n\t\t\t\t\"attribute vec2 position;\",\n\t\t\t\t\"attribute vec2 uv;\",\n\n\t\t\t\t\"varying vec2 vUV;\",\n\t\t\t\t\"varying float vVisibility;\",\n\n\t\t\t\t\"void main() {\",\n\n\t\t\t\t\t\"vUV = uv;\",\n\n\t\t\t\t\t\"vec2 pos = position;\",\n\n\t\t\t\t\t\"if ( renderType == 2 ) {\",\n\n\t\t\t\t\t\t\"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\",\n\t\t\t\t\t\t\"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\",\n\n\t\t\t\t\t\t\"vVisibility = visibility.r / 9.0;\",\n\t\t\t\t\t\t\"vVisibility *= 1.0 - visibility.g / 9.0;\",\n\t\t\t\t\t\t\"vVisibility *= visibility.b / 9.0;\",\n\t\t\t\t\t\t\"vVisibility *= 1.0 - visibility.a / 9.0;\",\n\n\t\t\t\t\t\t\"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\",\n\t\t\t\t\t\t\"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\",\n\n\t\t\t\t\t\"}\",\n\n\t\t\t\t\t\"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\",\n\n\t\t\t\t\"}\"\n\n\t\t\t].join( \"\\n\" ),\n\n\t\t\tfragmentShader: [\n\n\t\t\t\t\"uniform lowp int renderType;\",\n\n\t\t\t\t\"uniform sampler2D map;\",\n\t\t\t\t\"uniform float opacity;\",\n\t\t\t\t\"uniform vec3 color;\",\n\n\t\t\t\t\"varying vec2 vUV;\",\n\t\t\t\t\"varying float vVisibility;\",\n\n\t\t\t\t\"void main() {\",\n\n\t\t\t\t\t// pink square\n\n\t\t\t\t\t\"if ( renderType == 0 ) {\",\n\n\t\t\t\t\t\t\"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\",\n\n\t\t\t\t\t// restore\n\n\t\t\t\t\t\"} else if ( renderType == 1 ) {\",\n\n\t\t\t\t\t\t\"gl_FragColor = texture2D( map, vUV );\",\n\n\t\t\t\t\t// flare\n\n\t\t\t\t\t\"} else {\",\n\n\t\t\t\t\t\t\"vec4 texture = texture2D( map, vUV );\",\n\t\t\t\t\t\t\"texture.a *= opacity * vVisibility;\",\n\t\t\t\t\t\t\"gl_FragColor = texture;\",\n\t\t\t\t\t\t\"gl_FragColor.rgb *= color;\",\n\n\t\t\t\t\t\"}\",\n\n\t\t\t\t\"}\"\n\n\t\t\t].join( \"\\n\" )\n\n\t\t};\n\n\t\tprogram = createProgram( shader );\n\n\t\tattributes = {\n\t\t\tvertex: gl.getAttribLocation ( program, \"position\" ),\n\t\t\tuv: gl.getAttribLocation ( program, \"uv\" )\n\t\t};\n\n\t\tuniforms = {\n\t\t\trenderType: gl.getUniformLocation( program, \"renderType\" ),\n\t\t\tmap: gl.getUniformLocation( program, \"map\" ),\n\t\t\tocclusionMap: gl.getUniformLocation( program, \"occlusionMap\" ),\n\t\t\topacity: gl.getUniformLocation( program, \"opacity\" ),\n\t\t\tcolor: gl.getUniformLocation( program, \"color\" ),\n\t\t\tscale: gl.getUniformLocation( program, \"scale\" ),\n\t\t\trotation: gl.getUniformLocation( program, \"rotation\" ),\n\t\t\tscreenPosition: gl.getUniformLocation( program, \"screenPosition\" )\n\t\t};\n\n\t}\n\n\t/*\n\t * Render lens flares\n\t * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,\n\t * reads these back and calculates occlusion.\n\t */\n\n\tthis.render = function ( flares, scene, camera, viewport ) {\n\n\t\tif ( flares.length === 0 ) return;\n\n\t\tvar tempPosition = new Vector3();\n\n\t\tvar invAspect = viewport.w / viewport.z,\n\t\t\thalfViewportWidth = viewport.z * 0.5,\n\t\t\thalfViewportHeight = viewport.w * 0.5;\n\n\t\tvar size = 16 / viewport.w,\n\t\t\tscale = new Vector2( size * invAspect, size );\n\n\t\tvar screenPosition = new Vector3( 1, 1, 0 ),\n\t\t\tscreenPositionPixels = new Vector2( 1, 1 );\n\n\t\tvar validArea = new Box2();\n\n\t\tvalidArea.min.set( viewport.x, viewport.y );\n\t\tvalidArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );\n\n\t\tif ( program === undefined ) {\n\n\t\t\tinit();\n\n\t\t}\n\n\t\tstate.useProgram( program );\n\n\t\tstate.initAttributes();\n\t\tstate.enableAttribute( attributes.vertex );\n\t\tstate.enableAttribute( attributes.uv );\n\t\tstate.disableUnusedAttributes();\n\n\t\t// loop through all lens flares to update their occlusion and positions\n\t\t// setup gl and common used attribs/uniforms\n\n\t\tgl.uniform1i( uniforms.occlusionMap, 0 );\n\t\tgl.uniform1i( uniforms.map, 1 );\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );\n\t\tgl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\n\t\tstate.disable( gl.CULL_FACE );\n\t\tstate.buffers.depth.setMask( false );\n\n\t\tfor ( var i = 0, l = flares.length; i < l; i ++ ) {\n\n\t\t\tsize = 16 / viewport.w;\n\t\t\tscale.set( size * invAspect, size );\n\n\t\t\t// calc object screen position\n\n\t\t\tvar flare = flares[ i ];\n\n\t\t\ttempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );\n\n\t\t\ttempPosition.applyMatrix4( camera.matrixWorldInverse );\n\t\t\ttempPosition.applyMatrix4( camera.projectionMatrix );\n\n\t\t\t// setup arrays for gl programs\n\n\t\t\tscreenPosition.copy( tempPosition );\n\n\t\t\t// horizontal and vertical coordinate of the lower left corner of the pixels to copy\n\n\t\t\tscreenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;\n\t\t\tscreenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;\n\n\t\t\t// screen cull\n\n\t\t\tif ( validArea.containsPoint( screenPositionPixels ) === true ) {\n\n\t\t\t\t// save current RGB to temp texture\n\n\t\t\t\tstate.activeTexture( gl.TEXTURE0 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, null );\n\t\t\t\tstate.activeTexture( gl.TEXTURE1 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, tempTexture );\n\t\t\t\tgl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );\n\n\n\t\t\t\t// render pink quad\n\n\t\t\t\tgl.uniform1i( uniforms.renderType, 0 );\n\t\t\t\tgl.uniform2f( uniforms.scale, scale.x, scale.y );\n\t\t\t\tgl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );\n\n\t\t\t\tstate.disable( gl.BLEND );\n\t\t\t\tstate.enable( gl.DEPTH_TEST );\n\n\t\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\n\t\t\t\t// copy result to occlusionMap\n\n\t\t\t\tstate.activeTexture( gl.TEXTURE0 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, occlusionTexture );\n\t\t\t\tgl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );\n\n\n\t\t\t\t// restore graphics\n\n\t\t\t\tgl.uniform1i( uniforms.renderType, 1 );\n\t\t\t\tstate.disable( gl.DEPTH_TEST );\n\n\t\t\t\tstate.activeTexture( gl.TEXTURE1 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, tempTexture );\n\t\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\n\t\t\t\t// update object positions\n\n\t\t\t\tflare.positionScreen.copy( screenPosition );\n\n\t\t\t\tif ( flare.customUpdateCallback ) {\n\n\t\t\t\t\tflare.customUpdateCallback( flare );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tflare.updateLensFlares();\n\n\t\t\t\t}\n\n\t\t\t\t// render flares\n\n\t\t\t\tgl.uniform1i( uniforms.renderType, 2 );\n\t\t\t\tstate.enable( gl.BLEND );\n\n\t\t\t\tfor ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar sprite = flare.lensFlares[ j ];\n\n\t\t\t\t\tif ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {\n\n\t\t\t\t\t\tscreenPosition.x = sprite.x;\n\t\t\t\t\t\tscreenPosition.y = sprite.y;\n\t\t\t\t\t\tscreenPosition.z = sprite.z;\n\n\t\t\t\t\t\tsize = sprite.size * sprite.scale / viewport.w;\n\n\t\t\t\t\t\tscale.x = size * invAspect;\n\t\t\t\t\t\tscale.y = size;\n\n\t\t\t\t\t\tgl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );\n\t\t\t\t\t\tgl.uniform2f( uniforms.scale, scale.x, scale.y );\n\t\t\t\t\t\tgl.uniform1f( uniforms.rotation, sprite.rotation );\n\n\t\t\t\t\t\tgl.uniform1f( uniforms.opacity, sprite.opacity );\n\t\t\t\t\t\tgl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );\n\n\t\t\t\t\t\tstate.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );\n\n\t\t\t\t\t\ttextures.setTexture2D( sprite.texture, 1 );\n\n\t\t\t\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore gl\n\n\t\tstate.enable( gl.CULL_FACE );\n\t\tstate.enable( gl.DEPTH_TEST );\n\t\tstate.buffers.depth.setMask( true );\n\n\t\tstate.reset();\n\n\t};\n\n\tfunction createProgram( shader ) {\n\n\t\tvar program = gl.createProgram();\n\n\t\tvar fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );\n\t\tvar vertexShader = gl.createShader( gl.VERTEX_SHADER );\n\n\t\tvar prefix = \"precision \" + capabilities.precision + \" float;\\n\";\n\n\t\tgl.shaderSource( fragmentShader, prefix + shader.fragmentShader );\n\t\tgl.shaderSource( vertexShader, prefix + shader.vertexShader );\n\n\t\tgl.compileShader( fragmentShader );\n\t\tgl.compileShader( vertexShader );\n\n\t\tgl.attachShader( program, fragmentShader );\n\t\tgl.attachShader( program, vertexShader );\n\n\t\tgl.linkProgram( program );\n\n\t\treturn program;\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\n}\n\nCanvasTexture.prototype = Object.create( Texture.prototype );\nCanvasTexture.prototype.constructor = CanvasTexture;\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {\n\n\tvar vertexBuffer, elementBuffer;\n\tvar program, attributes, uniforms;\n\n\tvar texture;\n\n\t// decompose matrixWorld\n\n\tvar spritePosition = new Vector3();\n\tvar spriteRotation = new Quaternion();\n\tvar spriteScale = new Vector3();\n\n\tfunction init() {\n\n\t\tvar vertices = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0,\n\t\t\t 0.5, - 0.5, 1, 0,\n\t\t\t 0.5, 0.5, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 1\n\t\t] );\n\n\t\tvar faces = new Uint16Array( [\n\t\t\t0, 1, 2,\n\t\t\t0, 2, 3\n\t\t] );\n\n\t\tvertexBuffer = gl.createBuffer();\n\t\telementBuffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\t\tgl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );\n\n\t\tprogram = createProgram();\n\n\t\tattributes = {\n\t\t\tposition:\t\t\tgl.getAttribLocation ( program, 'position' ),\n\t\t\tuv:\t\t\t\t\tgl.getAttribLocation ( program, 'uv' )\n\t\t};\n\n\t\tuniforms = {\n\t\t\tuvOffset:\t\t\tgl.getUniformLocation( program, 'uvOffset' ),\n\t\t\tuvScale:\t\t\tgl.getUniformLocation( program, 'uvScale' ),\n\n\t\t\trotation:\t\t\tgl.getUniformLocation( program, 'rotation' ),\n\t\t\tscale:\t\t\t\tgl.getUniformLocation( program, 'scale' ),\n\n\t\t\tcolor:\t\t\t\tgl.getUniformLocation( program, 'color' ),\n\t\t\tmap:\t\t\t\tgl.getUniformLocation( program, 'map' ),\n\t\t\topacity:\t\t\tgl.getUniformLocation( program, 'opacity' ),\n\n\t\t\tmodelViewMatrix: \tgl.getUniformLocation( program, 'modelViewMatrix' ),\n\t\t\tprojectionMatrix:\tgl.getUniformLocation( program, 'projectionMatrix' ),\n\n\t\t\tfogType:\t\t\tgl.getUniformLocation( program, 'fogType' ),\n\t\t\tfogDensity:\t\t\tgl.getUniformLocation( program, 'fogDensity' ),\n\t\t\tfogNear:\t\t\tgl.getUniformLocation( program, 'fogNear' ),\n\t\t\tfogFar:\t\t\t\tgl.getUniformLocation( program, 'fogFar' ),\n\t\t\tfogColor:\t\t\tgl.getUniformLocation( program, 'fogColor' ),\n\n\t\t\talphaTest:\t\t\tgl.getUniformLocation( program, 'alphaTest' )\n\t\t};\n\n\t\tvar canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\tcanvas.width = 8;\n\t\tcanvas.height = 8;\n\n\t\tvar context = canvas.getContext( '2d' );\n\t\tcontext.fillStyle = 'white';\n\t\tcontext.fillRect( 0, 0, 8, 8 );\n\n\t\ttexture = new CanvasTexture( canvas );\n\n\t}\n\n\tthis.render = function ( sprites, scene, camera ) {\n\n\t\tif ( sprites.length === 0 ) return;\n\n\t\t// setup gl\n\n\t\tif ( program === undefined ) {\n\n\t\t\tinit();\n\n\t\t}\n\n\t\tstate.useProgram( program );\n\n\t\tstate.initAttributes();\n\t\tstate.enableAttribute( attributes.position );\n\t\tstate.enableAttribute( attributes.uv );\n\t\tstate.disableUnusedAttributes();\n\n\t\tstate.disable( gl.CULL_FACE );\n\t\tstate.enable( gl.BLEND );\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );\n\t\tgl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\n\t\tgl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );\n\n\t\tstate.activeTexture( gl.TEXTURE0 );\n\t\tgl.uniform1i( uniforms.map, 0 );\n\n\t\tvar oldFogType = 0;\n\t\tvar sceneFogType = 0;\n\t\tvar fog = scene.fog;\n\n\t\tif ( fog ) {\n\n\t\t\tgl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );\n\n\t\t\tif ( fog.isFog ) {\n\n\t\t\t\tgl.uniform1f( uniforms.fogNear, fog.near );\n\t\t\t\tgl.uniform1f( uniforms.fogFar, fog.far );\n\n\t\t\t\tgl.uniform1i( uniforms.fogType, 1 );\n\t\t\t\toldFogType = 1;\n\t\t\t\tsceneFogType = 1;\n\n\t\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\t\tgl.uniform1f( uniforms.fogDensity, fog.density );\n\n\t\t\t\tgl.uniform1i( uniforms.fogType, 2 );\n\t\t\t\toldFogType = 2;\n\t\t\t\tsceneFogType = 2;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tgl.uniform1i( uniforms.fogType, 0 );\n\t\t\toldFogType = 0;\n\t\t\tsceneFogType = 0;\n\n\t\t}\n\n\n\t\t// update positions and sort\n\n\t\tfor ( var i = 0, l = sprites.length; i < l; i ++ ) {\n\n\t\t\tvar sprite = sprites[ i ];\n\n\t\t\tsprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );\n\t\t\tsprite.z = - sprite.modelViewMatrix.elements[ 14 ];\n\n\t\t}\n\n\t\tsprites.sort( painterSortStable );\n\n\t\t// render all sprites\n\n\t\tvar scale = [];\n\n\t\tfor ( var i = 0, l = sprites.length; i < l; i ++ ) {\n\n\t\t\tvar sprite = sprites[ i ];\n\t\t\tvar material = sprite.material;\n\n\t\t\tif ( material.visible === false ) continue;\n\n\t\t\tsprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );\n\n\t\t\tgl.uniform1f( uniforms.alphaTest, material.alphaTest );\n\t\t\tgl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );\n\n\t\t\tsprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );\n\n\t\t\tscale[ 0 ] = spriteScale.x;\n\t\t\tscale[ 1 ] = spriteScale.y;\n\n\t\t\tvar fogType = 0;\n\n\t\t\tif ( scene.fog && material.fog ) {\n\n\t\t\t\tfogType = sceneFogType;\n\n\t\t\t}\n\n\t\t\tif ( oldFogType !== fogType ) {\n\n\t\t\t\tgl.uniform1i( uniforms.fogType, fogType );\n\t\t\t\toldFogType = fogType;\n\n\t\t\t}\n\n\t\t\tif ( material.map !== null ) {\n\n\t\t\t\tgl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );\n\t\t\t\tgl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );\n\n\t\t\t} else {\n\n\t\t\t\tgl.uniform2f( uniforms.uvOffset, 0, 0 );\n\t\t\t\tgl.uniform2f( uniforms.uvScale, 1, 1 );\n\n\t\t\t}\n\n\t\t\tgl.uniform1f( uniforms.opacity, material.opacity );\n\t\t\tgl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );\n\n\t\t\tgl.uniform1f( uniforms.rotation, material.rotation );\n\t\t\tgl.uniform2fv( uniforms.scale, scale );\n\n\t\t\tstate.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\t\t\tstate.buffers.depth.setTest( material.depthTest );\n\t\t\tstate.buffers.depth.setMask( material.depthWrite );\n\n\t\t\ttextures.setTexture2D( material.map || texture, 0 );\n\n\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\t\t\tsprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );\n\n\t\t}\n\n\t\t// restore gl\n\n\t\tstate.enable( gl.CULL_FACE );\n\n\t\tstate.reset();\n\n\t};\n\n\tfunction createProgram() {\n\n\t\tvar program = gl.createProgram();\n\n\t\tvar vertexShader = gl.createShader( gl.VERTEX_SHADER );\n\t\tvar fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );\n\n\t\tgl.shaderSource( vertexShader, [\n\n\t\t\t'precision ' + capabilities.precision + ' float;',\n\n\t\t\t'#define SHADER_NAME ' + 'SpriteMaterial',\n\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform float rotation;',\n\t\t\t'uniform vec2 scale;',\n\t\t\t'uniform vec2 uvOffset;',\n\t\t\t'uniform vec2 uvScale;',\n\n\t\t\t'attribute vec2 position;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'varying vec2 vUV;',\n\n\t\t\t'void main() {',\n\n\t\t\t\t'vUV = uvOffset + uv * uvScale;',\n\n\t\t\t\t'vec2 alignedPosition = position * scale;',\n\n\t\t\t\t'vec2 rotatedPosition;',\n\t\t\t\t'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',\n\t\t\t\t'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',\n\n\t\t\t\t'vec4 finalPosition;',\n\n\t\t\t\t'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',\n\t\t\t\t'finalPosition.xy += rotatedPosition;',\n\t\t\t\t'finalPosition = projectionMatrix * finalPosition;',\n\n\t\t\t\t'gl_Position = finalPosition;',\n\n\t\t\t'}'\n\n\t\t].join( '\\n' ) );\n\n\t\tgl.shaderSource( fragmentShader, [\n\n\t\t\t'precision ' + capabilities.precision + ' float;',\n\n\t\t\t'#define SHADER_NAME ' + 'SpriteMaterial',\n\n\t\t\t'uniform vec3 color;',\n\t\t\t'uniform sampler2D map;',\n\t\t\t'uniform float opacity;',\n\n\t\t\t'uniform int fogType;',\n\t\t\t'uniform vec3 fogColor;',\n\t\t\t'uniform float fogDensity;',\n\t\t\t'uniform float fogNear;',\n\t\t\t'uniform float fogFar;',\n\t\t\t'uniform float alphaTest;',\n\n\t\t\t'varying vec2 vUV;',\n\n\t\t\t'void main() {',\n\n\t\t\t\t'vec4 texture = texture2D( map, vUV );',\n\n\t\t\t\t'if ( texture.a < alphaTest ) discard;',\n\n\t\t\t\t'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',\n\n\t\t\t\t'if ( fogType > 0 ) {',\n\n\t\t\t\t\t'float depth = gl_FragCoord.z / gl_FragCoord.w;',\n\t\t\t\t\t'float fogFactor = 0.0;',\n\n\t\t\t\t\t'if ( fogType == 1 ) {',\n\n\t\t\t\t\t\t'fogFactor = smoothstep( fogNear, fogFar, depth );',\n\n\t\t\t\t\t'} else {',\n\n\t\t\t\t\t\t'const float LOG2 = 1.442695;',\n\t\t\t\t\t\t'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',\n\t\t\t\t\t\t'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',\n\n\t\t\t\t\t'}',\n\n\t\t\t\t\t'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',\n\n\t\t\t\t'}',\n\n\t\t\t'}'\n\n\t\t].join( '\\n' ) );\n\n\t\tgl.compileShader( vertexShader );\n\t\tgl.compileShader( fragmentShader );\n\n\t\tgl.attachShader( program, vertexShader );\n\t\tgl.attachShader( program, fragmentShader );\n\n\t\tgl.linkProgram( program );\n\n\t\treturn program;\n\n\t}\n\n\tfunction painterSortStable( a, b ) {\n\n\t\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\t\treturn a.renderOrder - b.renderOrder;\n\n\t\t} else if ( a.z !== b.z ) {\n\n\t\t\treturn b.z - a.z;\n\n\t\t} else {\n\n\t\t\treturn b.id - a.id;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\tthis.lights = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer\n\n\tthis.visible = true;\n\n\tthis.userData = {};\n\n\tthis.needsUpdate = true;\n\n}\n\nObject.assign( Material.prototype, EventDispatcher.prototype, {\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function () {},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( var key in values ) {\n\n\t\t\tvar newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.Material: '\" + key + \"' parameter is undefined.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tvar 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 if ( key === 'overdraw' ) {\n\n\t\t\t\t// ensure overdraw is backwards-compatible with legacy boolean type\n\t\t\t\tthis[ key ] = Number( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar isRoot = meta === undefined;\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tvar 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.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;\n\t\tif ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\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\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\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\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tvar values = [];\n\n\t\t\tfor ( var key in cache ) {\n\n\t\t\t\tvar data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tvar textures = extractFromCache( meta.textures );\n\t\t\tvar images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.overdraw = source.overdraw;\n\n\t\tthis.visible = source.visible;\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.clipShadows = source.clipShadows;\n\t\tthis.clipIntersection = source.clipIntersection;\n\n\t\tvar srcPlanes = source.clippingPlanes,\n\t\t\tdstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tvar n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( var i = 0; i !== n; ++ i )\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = 'void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}';\n\tthis.fragmentShader = 'void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}';\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = UniformsUtils.clone( source.uniforms );\n\n\tthis.defines = source.defines;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = source.extensions;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tvar data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.uniforms = this.uniforms;\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\treturn data;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / https://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\n};\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3( min, max ) {\n\n\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n}\n\nObject.assign( Box3.prototype, {\n\n\tisBox3: true,\n\n\tset: function ( 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: function ( array ) {\n\n\t\tvar minX = + Infinity;\n\t\tvar minY = + Infinity;\n\t\tvar minZ = + Infinity;\n\n\t\tvar maxX = - Infinity;\n\t\tvar maxY = - Infinity;\n\t\tvar maxZ = - Infinity;\n\n\t\tfor ( var i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tvar x = array[ i ];\n\t\t\tvar y = array[ i + 1 ];\n\t\t\tvar 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: function ( attribute ) {\n\n\t\tvar minX = + Infinity;\n\t\tvar minY = + Infinity;\n\t\tvar minZ = + Infinity;\n\n\t\tvar maxX = - Infinity;\n\t\tvar maxY = - Infinity;\n\t\tvar maxZ = - Infinity;\n\n\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tvar x = attribute.getX( i );\n\t\t\tvar y = attribute.getY( i );\n\t\t\tvar 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: function ( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( var 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: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function setFromCenterAndSize( center, size ) {\n\n\t\t\tvar halfSize = v1.copy( size ).multiplyScalar( 0.5 );\n\n\t\t\tthis.min.copy( center ).sub( halfSize );\n\t\t\tthis.max.copy( center ).add( halfSize );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tsetFromObject: function ( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( 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: function () {\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: function () {\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: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t},\n\n\tgetSize: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );\n\n\t},\n\n\texpandByPoint: function ( 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: function ( 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: function ( 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: function () {\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\tvar v1 = new Vector3();\n\n\t\treturn function expandByObject( object ) {\n\n\t\t\tvar scope = this;\n\n\t\t\tobject.updateMatrixWorld( true );\n\n\t\t\tobject.traverse( function ( node ) {\n\n\t\t\t\tvar i, l;\n\n\t\t\t\tvar geometry = node.geometry;\n\n\t\t\t\tif ( geometry !== undefined ) {\n\n\t\t\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\t\t\tvar vertices = geometry.vertices;\n\n\t\t\t\t\t\tfor ( i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tv1.copy( vertices[ i ] );\n\t\t\t\t\t\t\tv1.applyMatrix4( node.matrixWorld );\n\n\t\t\t\t\t\t\tscope.expandByPoint( v1 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\t\t\t\tvar attribute = geometry.attributes.position;\n\n\t\t\t\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\t\t\t\tfor ( i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tv1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );\n\n\t\t\t\t\t\t\t\tscope.expandByPoint( v1 );\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\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tcontainsPoint: function ( 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: function ( 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: function ( point, optionalTarget ) {\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\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.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: function ( 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: ( function () {\n\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function intersectsSphere( sphere ) {\n\n\t\t\t// Find the point on the AABB closest to the sphere center.\n\t\t\tthis.clampPoint( sphere.center, closestPoint );\n\n\t\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\t\treturn closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t\t};\n\n\t} )(),\n\n\tintersectsPlane: function ( 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\tvar 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\tclampPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.copy( point ).clamp( this.min, this.max );\n\n\t},\n\n\tdistanceToPoint: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function distanceToPoint( point ) {\n\n\t\t\tvar clampedPoint = v1.copy( point ).clamp( this.min, this.max );\n\t\t\treturn clampedPoint.sub( point ).length();\n\n\t\t};\n\n\t}(),\n\n\tgetBoundingSphere: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function getBoundingSphere( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Sphere();\n\n\t\t\tthis.getCenter( result.center );\n\n\t\t\tresult.radius = this.getSize( v1 ).length() * 0.5;\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tintersect: function ( 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: function ( 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: function () {\n\n\t\tvar points = [\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3()\n\t\t];\n\n\t\treturn function applyMatrix4( matrix ) {\n\n\t\t\t// transform of empty box is an empty box.\n\t\t\tif( this.isEmpty() ) return this;\n\n\t\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t\tpoints[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t\tpoints[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t\tpoints[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t\tpoints[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t\tpoints[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t\tpoints[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t\tpoints[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t\tpoints[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );\t// 111\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function ( 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: function ( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Sphere( center, radius ) {\n\n\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\tthis.radius = ( radius !== undefined ) ? radius : 0;\n\n}\n\nObject.assign( Sphere.prototype, {\n\n\tset: function ( 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: function () {\n\n\t\tvar box = new Box3();\n\n\t\treturn function setFromPoints( points, optionalCenter ) {\n\n\t\t\tvar center = this.center;\n\n\t\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\t\tcenter.copy( optionalCenter );\n\n\t\t\t} else {\n\n\t\t\t\tbox.setFromPoints( points ).getCenter( center );\n\n\t\t\t}\n\n\t\t\tvar maxRadiusSq = 0;\n\n\t\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t\t}\n\n\t\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( 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\tempty: function () {\n\n\t\treturn ( this.radius <= 0 );\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\tvar radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t},\n\n\tclampPoint: function ( point, optionalTarget ) {\n\n\t\tvar deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\tresult.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tresult.sub( this.center ).normalize();\n\t\t\tresult.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\tgetBoundingBox: function ( optionalTarget ) {\n\n\t\tvar box = optionalTarget || new Box3();\n\n\t\tbox.set( this.center, this.center );\n\t\tbox.expandByScalar( this.radius );\n\n\t\treturn box;\n\n\t},\n\n\tapplyMatrix4: function ( 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: function ( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n * @author tschw\n */\n\nfunction Matrix3() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0,\n\t\t0, 1, 0,\n\t\t0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix3.prototype, {\n\n\tisMatrix3: true,\n\n\tset: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tvar 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: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar 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\tsetFromMatrix4: function ( m ) {\n\n\t\tvar 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\tapplyToBufferAttribute: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function applyToBufferAttribute( attribute ) {\n\n\t\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\tv1.x = attribute.getX( i );\n\t\t\t\tv1.y = attribute.getY( i );\n\t\t\t\tv1.z = attribute.getZ( i );\n\n\t\t\t\tv1.applyMatrix3( this );\n\n\t\t\t\tattribute.setXYZ( i, v1.x, v1.y, v1.z );\n\n\t\t\t}\n\n\t\t\treturn attribute;\n\n\t\t};\n\n\t}(),\n\n\tmultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tvar 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: function ( s ) {\n\n\t\tvar 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: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar 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\tgetInverse: function ( matrix, throwOnDegenerate ) {\n\n\t\tif ( matrix && matrix.isMatrix4 ) {\n\n\t\t\tconsole.error( \"THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.\" );\n\n\t\t}\n\n\t\tvar me = matrix.elements,\n\t\t\tte = this.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],\n\t\t\tn12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],\n\t\t\tn13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 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 ) {\n\n\t\t\tvar msg = \"THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar 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: function () {\n\n\t\tvar tmp, 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: function ( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();\n\n\t},\n\n\ttransposeIntoArray: function ( r ) {\n\n\t\tvar 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\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var 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: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Plane( normal, constant ) {\n\n\t// normal is assumed to be normalized\n\n\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n}\n\nObject.assign( Plane.prototype, {\n\n\tset: function ( 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: function ( 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: function ( 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: function () {\n\n\t\tvar v1 = new Vector3();\n\t\tvar v2 = new Vector3();\n\n\t\treturn function setFromCoplanarPoints( a, b, c ) {\n\n\t\t\tvar normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();\n\n\t\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( 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: function () {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tvar 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: function () {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t},\n\n\tdistanceToSphere: function ( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t},\n\n\tprojectPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t},\n\n\tintersectLine: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function intersectLine( line, optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tvar direction = line.delta( v1 );\n\n\t\t\tvar denominator = this.normal.dot( direction );\n\n\t\t\tif ( denominator === 0 ) {\n\n\t\t\t\t// line is coplanar, return origin\n\t\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\t\treturn result.copy( line.start );\n\n\t\t\t\t}\n\n\t\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\tvar t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn result.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t\t};\n\n\t}(),\n\n\tintersectsLine: function ( 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\tvar startSign = this.distanceToPoint( line.start );\n\t\tvar endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t},\n\n\tcoplanarPoint: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t},\n\n\tapplyMatrix4: function () {\n\n\t\tvar v1 = new Vector3();\n\t\tvar m1 = new Matrix3();\n\n\t\treturn function applyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\t\tvar normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );\n\n\t\t\tvar referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );\n\n\t\t\tvar normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / http://clara.io\n */\n\nfunction Frustum( p0, p1, p2, p3, p4, p5 ) {\n\n\tthis.planes = [\n\n\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t];\n\n}\n\nObject.assign( Frustum.prototype, {\n\n\tset: function ( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tvar planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( frustum ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var 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\tsetFromMatrix: function ( m ) {\n\n\t\tvar planes = this.planes;\n\t\tvar me = m.elements;\n\t\tvar me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tvar me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tvar me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tvar 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: function () {\n\n\t\tvar sphere = new Sphere();\n\n\t\treturn function intersectsObject( object ) {\n\n\t\t\tvar geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null )\n\t\t\t\tgeometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere )\n\t\t\t\t.applyMatrix4( object.matrixWorld );\n\n\t\t\treturn this.intersectsSphere( sphere );\n\n\t\t};\n\n\t}(),\n\n\tintersectsSprite: function () {\n\n\t\tvar sphere = new Sphere();\n\n\t\treturn function intersectsSprite( sprite ) {\n\n\t\t\tsphere.center.set( 0, 0, 0 );\n\t\t\tsphere.radius = 0.7071067811865476;\n\t\t\tsphere.applyMatrix4( sprite.matrixWorld );\n\n\t\t\treturn this.intersectsSphere( sphere );\n\n\t\t};\n\n\t}(),\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\tvar planes = this.planes;\n\t\tvar center = sphere.center;\n\t\tvar negRadius = - sphere.radius;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tvar 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: function () {\n\n\t\tvar p1 = new Vector3(),\n\t\t\tp2 = new Vector3();\n\n\t\treturn function intersectsBox( box ) {\n\n\t\t\tvar planes = this.planes;\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\tvar plane = planes[ i ];\n\n\t\t\t\tp1.x = plane.normal.x > 0 ? box.min.x : box.max.x;\n\t\t\t\tp2.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t\tp1.y = plane.normal.y > 0 ? box.min.y : box.max.y;\n\t\t\t\tp2.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t\tp1.z = plane.normal.z > 0 ? box.min.z : box.max.z;\n\t\t\t\tp2.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\t\tvar d1 = plane.distanceToPoint( p1 );\n\t\t\t\tvar d2 = plane.distanceToPoint( p2 );\n\n\t\t\t\t// if both outside plane, no intersection\n\n\t\t\t\tif ( d1 < 0 && d2 < 0 ) {\n\n\t\t\t\t\treturn false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t};\n\n\t}(),\n\n\tcontainsPoint: function ( point ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tvar _frustum = new Frustum(),\n\t\t_projScreenMatrix = new Matrix4(),\n\n\t\t_shadowMapSize = new Vector2(),\n\t\t_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),\n\n\t\t_lookTarget = new Vector3(),\n\t\t_lightPositionWorld = new Vector3(),\n\n\t\t_MorphingFlag = 1,\n\t\t_SkinningFlag = 2,\n\n\t\t_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,\n\n\t\t_depthMaterials = new Array( _NumberOfMaterialVariants ),\n\t\t_distanceMaterials = new Array( _NumberOfMaterialVariants ),\n\n\t\t_materialCache = {};\n\n\tvar cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tvar cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n\tvar cube2DViewPorts = [\n\t\tnew Vector4(), new Vector4(), new Vector4(),\n\t\tnew Vector4(), new Vector4(), new Vector4()\n\t];\n\n\t// init\n\n\tfor ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {\n\n\t\tvar useMorphing = ( i & _MorphingFlag ) !== 0;\n\t\tvar useSkinning = ( i & _SkinningFlag ) !== 0;\n\n\t\tvar depthMaterial = new MeshDepthMaterial( {\n\n\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\tmorphTargets: useMorphing,\n\t\t\tskinning: useSkinning\n\n\t\t} );\n\n\t\t_depthMaterials[ i ] = depthMaterial;\n\n\t\t//\n\n\t\tvar distanceMaterial = new MeshDistanceMaterial( {\n\n\t\t\tmorphTargets: useMorphing,\n\t\t\tskinning: useSkinning\n\n\t\t} );\n\n\t\t_distanceMaterials[ i ] = distanceMaterial;\n\n\t}\n\n\t//\n\n\tvar scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.renderReverseSided = true;\n\tthis.renderSingleSided = true;\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\t// TODO Clean up (needed in case of contextlost)\n\t\tvar _gl = _renderer.context;\n\t\tvar _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.disable( _gl.BLEND );\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\tvar faceCount;\n\n\t\tfor ( var i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tvar light = lights[ i ];\n\t\t\tvar shadow = light.shadow;\n\t\t\tvar isPointLight = light && light.isPointLight;\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\tvar shadowCamera = shadow.camera;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\t\t\t_shadowMapSize.min( _maxShadowMapSize );\n\n\t\t\tif ( isPointLight ) {\n\n\t\t\t\tvar vpWidth = _shadowMapSize.x;\n\t\t\t\tvar vpHeight = _shadowMapSize.y;\n\n\t\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t\t// following orientation:\n\t\t\t\t//\n\t\t\t\t// xzXZ\n\t\t\t\t// y Y\n\t\t\t\t//\n\t\t\t\t// X - Positive x direction\n\t\t\t\t// x - Negative x direction\n\t\t\t\t// Y - Positive y direction\n\t\t\t\t// y - Negative y direction\n\t\t\t\t// Z - Positive z direction\n\t\t\t\t// z - Negative z direction\n\n\t\t\t\t// positive X\n\t\t\t\tcube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// negative X\n\t\t\t\tcube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// positive Z\n\t\t\t\tcube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// negative Z\n\t\t\t\tcube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// positive Y\n\t\t\t\tcube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );\n\t\t\t\t// negative Y\n\t\t\t\tcube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );\n\n\t\t\t\t_shadowMapSize.x *= 4.0;\n\t\t\t\t_shadowMapSize.y *= 2.0;\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tvar pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadowCamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.isSpotLightShadow ) {\n\n\t\t\t\tshadow.update( light );\n\n\t\t\t}\n\n\t\t\tvar shadowMap = shadow.map;\n\t\t\tvar shadowMatrix = shadow.matrix;\n\n\t\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\t\tshadowCamera.position.copy( _lightPositionWorld );\n\n\t\t\tif ( isPointLight ) {\n\n\t\t\t\tfaceCount = 6;\n\n\t\t\t\t// for point lights we set the shadow matrix to be a translation-only matrix\n\t\t\t\t// equal to inverse of the light's position\n\n\t\t\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t\t} else {\n\n\t\t\t\tfaceCount = 1;\n\n\t\t\t\t_lookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tshadowCamera.lookAt( _lookTarget );\n\t\t\t\tshadowCamera.updateMatrixWorld();\n\n\t\t\t\t// compute shadow matrix\n\n\t\t\t\tshadowMatrix.set(\n\t\t\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t\t\t);\n\n\t\t\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\t\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadowMap );\n\t\t\t_renderer.clear();\n\n\t\t\t// render shadow map for each cube face (if omni-directional) or\n\t\t\t// run a single pass if not\n\n\t\t\tfor ( var face = 0; face < faceCount; face ++ ) {\n\n\t\t\t\tif ( isPointLight ) {\n\n\t\t\t\t\t_lookTarget.copy( shadowCamera.position );\n\t\t\t\t\t_lookTarget.add( cubeDirections[ face ] );\n\t\t\t\t\tshadowCamera.up.copy( cubeUps[ face ] );\n\t\t\t\t\tshadowCamera.lookAt( _lookTarget );\n\t\t\t\t\tshadowCamera.updateMatrixWorld();\n\n\t\t\t\t\tvar vpDimensions = cube2DViewPorts[ face ];\n\t\t\t\t\t_state.viewport( vpDimensions );\n\n\t\t\t\t}\n\n\t\t\t\t// update camera matrices and frustum\n\n\t\t\t\t_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\t\t\t_frustum.setFromMatrix( _projScreenMatrix );\n\n\t\t\t\t// set object matrices & frustum culling\n\n\t\t\t\trenderObject( scene, camera, shadowCamera, isPointLight );\n\n\t\t\t}\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t};\n\n\tfunction getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tvar result = null;\n\n\t\tvar materialVariants = _depthMaterials;\n\t\tvar customMaterial = object.customDepthMaterial;\n\n\t\tif ( isPointLight ) {\n\n\t\t\tmaterialVariants = _distanceMaterials;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( ! customMaterial ) {\n\n\t\t\tvar useMorphing = false;\n\n\t\t\tif ( material.morphTargets ) {\n\n\t\t\t\tif ( geometry && geometry.isBufferGeometry ) {\n\n\t\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t\t} else if ( geometry && geometry.isGeometry ) {\n\n\t\t\t\t\tuseMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isSkinnedMesh && material.skinning === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t}\n\n\t\t\tvar useSkinning = object.isSkinnedMesh && material.skinning;\n\n\t\t\tvar variantIndex = 0;\n\n\t\t\tif ( useMorphing ) variantIndex |= _MorphingFlag;\n\t\t\tif ( useSkinning ) variantIndex |= _SkinningFlag;\n\n\t\t\tresult = materialVariants[ variantIndex ];\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tvar keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tvar materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tvar cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tvar side = material.side;\n\n\t\tif ( scope.renderSingleSided && side == DoubleSide ) {\n\n\t\t\tside = FrontSide;\n\n\t\t}\n\n\t\tif ( scope.renderReverseSided ) {\n\n\t\t\tif ( side === FrontSide ) side = BackSide;\n\t\t\telse if ( side === BackSide ) side = FrontSide;\n\n\t\t}\n\n\t\tresult.side = side;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( isPointLight && result.isMeshDistanceMaterial ) {\n\n\t\t\tresult.referencePosition.copy( lightPositionWorld );\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, isPointLight ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tvar 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.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tvar geometry = _objects.update( object );\n\t\t\t\tvar material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tvar groups = geometry.groups;\n\n\t\t\t\t\tfor ( var k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tvar group = groups[ k ];\n\t\t\t\t\t\tvar groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tvar depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );\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\tvar depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );\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\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, isPointLight );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLAttributes( gl ) {\n\n\tvar buffers = {};\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tvar array = attribute.array;\n\t\tvar usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;\n\n\t\tvar 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\tvar type = gl.FLOAT;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\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\tvar array = attribute.array;\n\t\tvar updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( attribute.dynamic === false ) {\n\n\t\t\tgl.bufferData( bufferType, array, gl.STATIC_DRAW );\n\n\t\t} else if ( 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 if ( updateRange.count === 0 ) {\n\n\t\t\tconsole.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );\n\n\t\t} else {\n\n\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\tupdateRange.count = -1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers[ attribute.uuid ];\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\t\t\n\t\tvar data = buffers[ attribute.uuid ];\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tdelete buffers[ attribute.uuid ];\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tvar data = buffers[ attribute.uuid ];\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers[ attribute.uuid ] = 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\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Euler( x, y, z, order ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._order = order || Euler.DefaultOrder;\n\n}\n\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nEuler.DefaultOrder = 'XYZ';\n\nObject.defineProperties( Euler.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\torder: {\n\n\t\tget: function () {\n\n\t\t\treturn this._order;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._order = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Euler.prototype, {\n\n\tisEuler: true,\n\n\tset: function ( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t},\n\n\tcopy: function ( 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: function ( m, order, update ) {\n\n\t\tvar clamp = _Math.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar te = m.elements;\n\t\tvar m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tvar m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tvar m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m13 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\tthis._z = 0;\n\n\t\t\t}\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m23 ) < 0.99999 ) {\n\n\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\tthis._z = 0;\n\n\t\t\t}\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m32 ) < 0.99999 ) {\n\n\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._y = 0;\n\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m31 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m21 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m12 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\tthis._y = 0;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromQuaternion: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function setFromQuaternion( q, order, update ) {\n\n\t\t\tmatrix.makeRotationFromQuaternion( q );\n\n\t\t\treturn this.setFromRotationMatrix( matrix, order, update );\n\n\t\t};\n\n\t}(),\n\n\tsetFromVector3: function ( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t},\n\n\treorder: function () {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\tvar q = new Quaternion();\n\n\t\treturn function reorder( newOrder ) {\n\n\t\t\tq.setFromEuler( this );\n\n\t\t\treturn this.setFromQuaternion( q, newOrder );\n\n\t\t};\n\n\t}(),\n\n\tequals: function ( 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: function ( 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: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t},\n\n\ttoVector3: function ( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t},\n\n\tonChange: function ( callback ) {\n\n\t\tthis.onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tonChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Layers() {\n\n\tthis.mask = 1 | 0;\n\n}\n\nObject.assign( Layers.prototype, {\n\n\tset: function ( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t},\n\n\tenable: function ( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t},\n\n\ttoggle: function ( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t},\n\n\tdisable: function ( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t},\n\n\ttest: function ( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author elephantatwork / www.elephantatwork.ch\n */\n\nvar object3DId = 0;\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: object3DId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tvar position = new Vector3();\n\tvar rotation = new Euler();\n\tvar quaternion = new Quaternion();\n\tvar scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation.onChange( onRotationChange );\n\tquaternion.onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.userData = {};\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject.assign( Object3D.prototype, EventDispatcher.prototype, {\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tthis.matrix.multiplyMatrices( matrix, this.matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function () {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\tvar q1 = new Quaternion();\n\n\t\treturn function rotateOnAxis( axis, angle ) {\n\n\t\t\tq1.setFromAxisAngle( axis, angle );\n\n\t\t\tthis.quaternion.multiply( q1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateX: function () {\n\n\t\tvar v1 = new Vector3( 1, 0, 0 );\n\n\t\treturn function rotateX( angle ) {\n\n\t\t\treturn this.rotateOnAxis( v1, angle );\n\n\t\t};\n\n\t}(),\n\n\trotateY: function () {\n\n\t\tvar v1 = new Vector3( 0, 1, 0 );\n\n\t\treturn function rotateY( angle ) {\n\n\t\t\treturn this.rotateOnAxis( v1, angle );\n\n\t\t};\n\n\t}(),\n\n\trotateZ: function () {\n\n\t\tvar v1 = new Vector3( 0, 0, 1 );\n\n\t\treturn function rotateZ( angle ) {\n\n\t\t\treturn this.rotateOnAxis( v1, angle );\n\n\t\t};\n\n\t}(),\n\n\ttranslateOnAxis: function () {\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\tvar v1 = new Vector3();\n\n\t\treturn function translateOnAxis( axis, distance ) {\n\n\t\t\tv1.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\t\tthis.position.add( v1.multiplyScalar( distance ) );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslateX: function () {\n\n\t\tvar v1 = new Vector3( 1, 0, 0 );\n\n\t\treturn function translateX( distance ) {\n\n\t\t\treturn this.translateOnAxis( v1, distance );\n\n\t\t};\n\n\t}(),\n\n\ttranslateY: function () {\n\n\t\tvar v1 = new Vector3( 0, 1, 0 );\n\n\t\treturn function translateY( distance ) {\n\n\t\t\treturn this.translateOnAxis( v1, distance );\n\n\t\t};\n\n\t}(),\n\n\ttranslateZ: function () {\n\n\t\tvar v1 = new Vector3( 0, 0, 1 );\n\n\t\treturn function translateZ( distance ) {\n\n\t\t\treturn this.translateOnAxis( v1, distance );\n\n\t\t};\n\n\t}(),\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function () {\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function worldToLocal( vector ) {\n\n\t\t\treturn vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );\n\n\t\t};\n\n\t}(),\n\n\tlookAt: function () {\n\n\t\t// This method does not support objects with rotated and/or translated parent(s)\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function lookAt( vector ) {\n\n\t\t\tif ( this.isCamera ) {\n\n\t\t\t\tm1.lookAt( this.position, vector, this.up );\n\n\t\t\t} else {\n\n\t\t\t\tm1.lookAt( vector, this.position, this.up );\n\n\t\t\t}\n\n\t\t\tthis.quaternion.setFromRotationMatrix( m1 );\n\n\t\t};\n\n\t}(),\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( var 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\tobject.dispatchEvent( { type: 'added' } );\n\n\t\t\tthis.children.push( object );\n\n\t\t} else {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( var 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\tvar index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( { type: 'removed' } );\n\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( var i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tvar child = this.children[ i ];\n\t\t\tvar object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\treturn result.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function () {\n\n\t\tvar position = new Vector3();\n\t\tvar scale = new Vector3();\n\n\t\treturn function getWorldQuaternion( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Quaternion();\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.matrixWorld.decompose( position, result, scale );\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tgetWorldRotation: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldRotation( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Euler();\n\n\t\t\tthis.getWorldQuaternion( quaternion );\n\n\t\t\treturn result.setFromQuaternion( quaternion, this.rotation.order, false );\n\n\t\t};\n\n\t}(),\n\n\tgetWorldScale: function () {\n\n\t\tvar position = new Vector3();\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldScale( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.matrixWorld.decompose( position, quaternion, result );\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tgetWorldDirection: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldDirection( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tthis.getWorldQuaternion( quaternion );\n\n\t\t\treturn result.set( 0, 0, 1 ).applyQuaternion( quaternion );\n\n\t\t};\n\n\t}(),\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tvar parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is '' when called from JSON.stringify\n\t\tvar isRootObject = ( meta === undefined || meta === '' );\n\n\t\tvar 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};\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\tvar 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 ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.matrix = this.matrix.toArray();\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.geometry !== undefined ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\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\tvar uuids = [];\n\n\t\t\t\tfor ( var 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 ( var 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\tif ( isRootObject ) {\n\n\t\t\tvar geometries = extractFromCache( meta.geometries );\n\t\t\tvar materials = extractFromCache( meta.materials );\n\t\t\tvar textures = extractFromCache( meta.textures );\n\t\t\tvar images = extractFromCache( meta.images );\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\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\tvar values = [];\n\t\t\tfor ( var key in cache ) {\n\n\t\t\t\tvar data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive ) {\n\n\t\tif ( recursive === undefined ) 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.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( var i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tvar 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\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author WestLangley / http://github.com/WestLangley\n*/\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\tthis.projectionMatrix = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldDirection( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tthis.getWorldQuaternion( quaternion );\n\n\t\t\treturn result.set( 0, 0, - 1 ).applyQuaternion( quaternion );\n\n\t\t};\n\n\t}(),\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.getInverse( this.matrixWorld );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author arose / http://github.com/arose\n */\n\nfunction OrthographicCamera( left, right, top, bottom, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = left;\n\tthis.right = right;\n\tthis.top = top;\n\tthis.bottom = bottom;\n\n\tthis.near = ( near !== undefined ) ? near : 0.1;\n\tthis.far = ( far !== undefined ) ? far : 2000;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.view = {\n\t\t\tfullWidth: fullWidth,\n\t\t\tfullHeight: fullHeight,\n\t\t\toffsetX: x,\n\t\t\toffsetY: y,\n\t\t\twidth: width,\n\t\t\theight: height\n\t\t};\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function() {\n\n\t\tthis.view = null;\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tvar dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tvar dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tvar cx = ( this.right + this.left ) / 2;\n\t\tvar cy = ( this.top + this.bottom ) / 2;\n\n\t\tvar left = cx - dx;\n\t\tvar right = cx + dx;\n\t\tvar top = cy + dy;\n\t\tvar bottom = cy - dy;\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tvar zoomW = this.zoom / ( this.view.width / this.view.fullWidth );\n\t\t\tvar zoomH = this.zoom / ( this.view.height / this.view.fullHeight );\n\t\t\tvar scaleW = ( this.right - this.left ) / this.view.width;\n\t\t\tvar scaleH = ( this.top - this.bottom ) / this.view.height;\n\n\t\t\tleft += scaleW * ( this.view.offsetX / zoomW );\n\t\t\tright = left + scaleW * ( this.view.width / zoomW );\n\t\t\ttop -= scaleH * ( this.view.offsetY / zoomH );\n\t\t\tbottom = top - scaleH * ( this.view.height / zoomH );\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author greggman / http://games.greggman.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author tschw\n */\n\nfunction PerspectiveCamera( fov, aspect, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov !== undefined ? fov : 50;\n\tthis.zoom = 1;\n\n\tthis.near = near !== undefined ? near : 0.1;\n\tthis.far = far !== undefined ? far : 2000;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect !== undefined ? aspect : 1;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tvar vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tvar vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn _Math.RAD2DEG * 2 * Math.atan(\n\t\t\t\tMath.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * var w = 1920;\n\t * var h = 1080;\n\t * var fullWidth = w * 3;\n\t * var fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tthis.view = {\n\t\t\tfullWidth: fullWidth,\n\t\t\tfullHeight: fullHeight,\n\t\t\toffsetX: x,\n\t\t\toffsetY: y,\n\t\t\twidth: width,\n\t\t\theight: height\n\t\t};\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tthis.view = null;\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tvar near = this.near,\n\t\t\ttop = near * Math.tan(\n\t\t\t\t\t_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,\n\t\t\theight = 2 * top,\n\t\t\twidth = this.aspect * height,\n\t\t\tleft = - 0.5 * width,\n\t\t\tview = this.view;\n\n\t\tif ( view !== null ) {\n\n\t\t\tvar 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\tvar 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},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Face3( a, b, c, normal, color, materialIndex ) {\n\n\tthis.a = a;\n\tthis.b = b;\n\tthis.c = c;\n\n\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\tthis.color = ( color && color.isColor ) ? color : new Color();\n\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\tthis.materialIndex = materialIndex !== undefined ? materialIndex : 0;\n\n}\n\nObject.assign( Face3.prototype, {\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author bhouston / http://clara.io\n */\n\nvar count = 0;\nfunction GeometryIdCount() { return count++; }\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: GeometryIdCount() } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nObject.assign( Geometry.prototype, EventDispatcher.prototype, {\n\n\tisGeometry: true,\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tvar normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( var i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tvar vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( var i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tvar face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function () {\n\n\t\t// rotate geometry around world x-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateX( angle ) {\n\n\t\t\tm1.makeRotationX( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateY: function () {\n\n\t\t// rotate geometry around world y-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateY( angle ) {\n\n\t\t\tm1.makeRotationY( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateZ: function () {\n\n\t\t// rotate geometry around world z-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateZ( angle ) {\n\n\t\t\tm1.makeRotationZ( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function () {\n\n\t\t// translate geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function translate( x, y, z ) {\n\n\t\t\tm1.makeTranslation( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tscale: function () {\n\n\t\t// scale geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function scale( x, y, z ) {\n\n\t\t\tm1.makeScale( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tlookAt: function () {\n\n\t\tvar obj = new Object3D();\n\n\t\treturn function lookAt( vector ) {\n\n\t\t\tobj.lookAt( vector );\n\n\t\t\tobj.updateMatrix();\n\n\t\t\tthis.applyMatrix( obj.matrix );\n\n\t\t};\n\n\t}(),\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tvar scope = this;\n\n\t\tvar indices = geometry.index !== null ? geometry.index.array : undefined;\n\t\tvar attributes = geometry.attributes;\n\n\t\tvar positions = attributes.position.array;\n\t\tvar normals = attributes.normal !== undefined ? attributes.normal.array : undefined;\n\t\tvar colors = attributes.color !== undefined ? attributes.color.array : undefined;\n\t\tvar uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;\n\t\tvar uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;\n\n\t\tif ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tvar tempNormals = [];\n\t\tvar tempUVs = [];\n\t\tvar tempUVs2 = [];\n\n\t\tfor ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {\n\n\t\t\tscope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );\n\n\t\t\tif ( normals !== undefined ) {\n\n\t\t\t\ttempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );\n\n\t\t\t}\n\n\t\t\tif ( colors !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );\n\n\t\t\t}\n\n\t\t\tif ( uvs !== undefined ) {\n\n\t\t\t\ttempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );\n\n\t\t\t}\n\n\t\t\tif ( uvs2 !== undefined ) {\n\n\t\t\t\ttempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tvar vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];\n\t\t\tvar vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];\n\n\t\t\tvar face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uvs !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );\n\n\t\t\t}\n\n\t\t\tif ( uvs2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( var i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tvar group = groups[ i ];\n\n\t\t\t\tvar start = group.start;\n\t\t\t\tvar count = group.count;\n\n\t\t\t\tfor ( var j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( indices !== undefined ) {\n\n\t\t\t\t\t\taddFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( indices !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t\taddFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( var i = 0; i < positions.length / 3; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tvar offset = this.boundingBox.getCenter().negate();\n\n\t\tthis.translate( offset.x, offset.y, offset.z );\n\n\t\treturn offset;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tvar center = this.boundingSphere.center;\n\t\tvar radius = this.boundingSphere.radius;\n\n\t\tvar s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tvar matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tvar face = this.faces[ f ];\n\n\t\t\tvar vA = this.vertices[ face.a ];\n\t\t\tvar vB = this.vertices[ face.b ];\n\t\t\tvar vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted ) {\n\n\t\tif ( areaWeighted === undefined ) areaWeighted = true;\n\n\t\tvar v, vl, f, fl, face, vertices;\n\n\t\tvertices = new Array( this.vertices.length );\n\n\t\tfor ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tvar vA, vB, vC;\n\t\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tvA = this.vertices[ face.a ];\n\t\t\t\tvB = this.vertices[ face.b ];\n\t\t\t\tvC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tvar f, fl, face;\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\tvar i, il, f, fl, face;\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tvar tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tvar dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tvar dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tvar faceNormal, vertexNormals;\n\n\t\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tfaceNormal = new Vector3();\n\t\t\t\t\tvertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tvar faceNormal, vertexNormals;\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tfaceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tvertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tvar d = 0;\n\t\tvar vertices = this.vertices;\n\n\t\tfor ( var i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tif ( i > 0 ) {\n\n\t\t\t\td += vertices[ i ].distanceTo( vertices[ i - 1 ] );\n\n\t\t\t}\n\n\t\t\tthis.lineDistances[ i ] = d;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar normalMatrix,\n\t\t\tvertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tuvs1 = this.faceVertexUvs[ 0 ],\n\t\t\tuvs2 = geometry.faceVertexUvs[ 0 ],\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( materialIndexOffset === undefined ) materialIndexOffset = 0;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( var i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tvar vertex = vertices2[ i ];\n\n\t\t\tvar vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( var i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tvar face = faces2[ i ], faceCopy, normal, color,\n\t\t\t\tfaceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tfaceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( i = 0, il = uvs2.length; i < il; i ++ ) {\n\n\t\t\tvar uv = uvs2[ i ], uvCopy = [];\n\n\t\t\tif ( uv === undefined ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0, jl = uv.length; j < jl; j ++ ) {\n\n\t\t\t\tuvCopy.push( uv[ j ].clone() );\n\n\t\t\t}\n\n\t\t\tuvs1.push( uvCopy );\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tmesh.matrixAutoUpdate && mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function () {\n\n\t\tvar verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tvar unique = [], changes = [];\n\n\t\tvar v, key;\n\t\tvar precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001\n\t\tvar precision = Math.pow( 10, precisionPoints );\n\t\tvar i, il, face;\n\t\tvar indices, j, jl;\n\n\t\tfor ( i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tv = this.vertices[ i ];\n\t\t\tkey = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tvar faceIndicesToRemove = [];\n\n\t\tfor ( i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tface = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tindices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( var n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tvar idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tvar diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tvar faces = this.faces;\n\t\tvar length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tvar uvs1 = this.faceVertexUvs[ 0 ];\n\t\tvar uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tvar newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tvar parameters = this.parameters;\n\n\t\t\tfor ( var 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\tvar vertices = [];\n\n\t\tfor ( var i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tvar vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tvar faces = [];\n\t\tvar normals = [];\n\t\tvar normalsHash = {};\n\t\tvar colors = [];\n\t\tvar colorsHash = {};\n\t\tvar uvs = [];\n\t\tvar uvsHash = {};\n\n\t\tfor ( var i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tvar face = this.faces[ i ];\n\n\t\t\tvar hasMaterial = true;\n\t\t\tvar hasFaceUv = false; // deprecated\n\t\t\tvar hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tvar hasFaceNormal = face.normal.length() > 0;\n\t\t\tvar hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tvar hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tvar hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tvar faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tvar faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tvar vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tvar hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tvar hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tvar hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t var parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t var values = [];\n\n\t\t for ( var key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t var geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tvar i, il, j, jl, k, kl;\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tvar vertices = source.vertices;\n\n\t\tfor ( i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tvar colors = source.colors;\n\n\t\tfor ( i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tvar faces = source.faces;\n\n\t\tfor ( i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tvar faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tvar uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tvar uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tvar morphTargets = source.morphTargets;\n\n\t\tfor ( i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tvar morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tvar morphNormals = source.morphNormals;\n\n\t\tfor ( i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tvar morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tvar destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tvar skinWeights = source.skinWeights;\n\n\t\tfor ( i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tvar skinIndices = source.skinIndices;\n\n\t\tfor ( i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tvar lineDistances = source.lineDistances;\n\n\t\tfor ( i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tvar 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\tvar boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.uuid = _Math.generateUUID();\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.dynamic = false;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.onUploadCallback = function () {};\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tsetArray: function ( array ) {\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.count = array !== undefined ? array.length / this.itemSize : 0;\n\t\tthis.array = array;\n\n\t},\n\n\tsetDynamic: function ( value ) {\n\n\t\tthis.dynamic = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.dynamic = source.dynamic;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( var i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tvar color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyIndicesArray: function ( indices ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\tvar index = indices[ i ];\n\n\t\t\tarray[ offset ++ ] = index.a;\n\t\t\tarray[ offset ++ ] = index.b;\n\t\t\tarray[ offset ++ ] = index.c;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\n\nfunction Float32BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectGeometry() {\n\n\tthis.indices = [];\n\tthis.vertices = [];\n\tthis.normals = [];\n\tthis.colors = [];\n\tthis.uvs = [];\n\tthis.uvs2 = [];\n\n\tthis.groups = [];\n\n\tthis.morphTargets = {};\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\t// this.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.verticesNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nObject.assign( DirectGeometry.prototype, {\n\n\tcomputeGroups: function ( geometry ) {\n\n\t\tvar group;\n\t\tvar groups = [];\n\t\tvar materialIndex = undefined;\n\n\t\tvar faces = geometry.faces;\n\n\t\tfor ( var i = 0; i < faces.length; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tvar faces = geometry.faces;\n\t\tvar vertices = geometry.vertices;\n\t\tvar faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tvar hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tvar hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tvar morphTargets = geometry.morphTargets;\n\t\tvar morphTargetsLength = morphTargets.length;\n\n\t\tvar morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( var i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = [];\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tvar morphNormals = geometry.morphNormals;\n\t\tvar morphNormalsLength = morphNormals.length;\n\n\t\tvar morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( var i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = [];\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tvar skinIndices = geometry.skinIndices;\n\t\tvar skinWeights = geometry.skinWeights;\n\n\t\tvar hasSkinIndices = skinIndices.length === vertices.length;\n\t\tvar hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tfor ( var i = 0; i < faces.length; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tvar normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tvar vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tvar color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tvar vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tvar vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( var j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tvar morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tvar morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tvar max = array[ 0 ];\n\n\tfor ( var i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: GeometryIdCount() } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n}\n\nBufferGeometry.MaxIndex = 65535;\n\nObject.assign( BufferGeometry.prototype, EventDispatcher.prototype, {\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t},\n\n\taddAttribute: function ( name, attribute ) {\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\tthis.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tremoveAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex !== undefined ? materialIndex : 0\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tvar position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tmatrix.applyToBufferAttribute( position );\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tvar normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tvar normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormalMatrix.applyToBufferAttribute( normal );\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function () {\n\n\t\t// rotate geometry around world x-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateX( angle ) {\n\n\t\t\tm1.makeRotationX( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateY: function () {\n\n\t\t// rotate geometry around world y-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateY( angle ) {\n\n\t\t\tm1.makeRotationY( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateZ: function () {\n\n\t\t// rotate geometry around world z-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateZ( angle ) {\n\n\t\t\tm1.makeRotationZ( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function () {\n\n\t\t// translate geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function translate( x, y, z ) {\n\n\t\t\tm1.makeTranslation( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tscale: function () {\n\n\t\t// scale geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function scale( x, y, z ) {\n\n\t\t\tm1.makeScale( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tlookAt: function () {\n\n\t\tvar obj = new Object3D();\n\n\t\treturn function lookAt( vector ) {\n\n\t\t\tobj.lookAt( vector );\n\n\t\t\tobj.updateMatrix();\n\n\t\t\tthis.applyMatrix( obj.matrix );\n\n\t\t};\n\n\t}(),\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tvar offset = this.boundingBox.getCenter().negate();\n\n\t\tthis.translate( offset.x, offset.y, offset.z );\n\n\t\treturn offset;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tvar positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tvar colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tvar lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tvar direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tvar attribute;\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tattribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tattribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tvar positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tvar normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tvar colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tvar uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tvar uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\tif ( geometry.indices.length > 0 ) {\n\n\t\t\tvar TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;\n\t\t\tvar indices = new TypeArray( geometry.indices.length * 3 );\n\t\t\tthis.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( var name in geometry.morphTargets ) {\n\n\t\t\tvar array = [];\n\t\t\tvar morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( var i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tvar morphTarget = morphTargets[ i ];\n\n\t\t\t\tvar attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tvar skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tvar skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tvar position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tvar box = new Box3();\n\t\tvar vector = new Vector3();\n\n\t\treturn function computeBoundingSphere() {\n\n\t\t\tif ( this.boundingSphere === null ) {\n\n\t\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t\t}\n\n\t\t\tvar position = this.attributes.position;\n\n\t\t\tif ( position ) {\n\n\t\t\t\tvar center = this.boundingSphere.center;\n\n\t\t\t\tbox.setFromBufferAttribute( position );\n\t\t\t\tbox.getCenter( center );\n\n\t\t\t\t// hoping to find a boundingSphere with a radius smaller than the\n\t\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\t\tvar maxRadiusSq = 0;\n\n\t\t\t\tfor ( var i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t\tvector.x = position.getX( i );\n\t\t\t\t\tvector.y = position.getY( i );\n\t\t\t\t\tvector.z = position.getZ( i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t}\n\n\t\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tvar index = this.index;\n\t\tvar attributes = this.attributes;\n\t\tvar groups = this.groups;\n\n\t\tif ( attributes.position ) {\n\n\t\t\tvar positions = attributes.position.array;\n\n\t\t\tif ( attributes.normal === undefined ) {\n\n\t\t\t\tthis.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tvar array = attributes.normal.array;\n\n\t\t\t\tfor ( var i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t\t\tarray[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar normals = attributes.normal.array;\n\n\t\t\tvar vA, vB, vC;\n\t\t\tvar pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tvar indices = index.array;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tthis.addGroup( 0, indices.length );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var j = 0, jl = groups.length; j < jl; ++ j ) {\n\n\t\t\t\t\tvar group = groups[ j ];\n\n\t\t\t\t\tvar start = group.start;\n\t\t\t\t\tvar count = group.count;\n\n\t\t\t\t\tfor ( var i = start, il = start + count; i < il; i += 3 ) {\n\n\t\t\t\t\t\tvA = indices[ i + 0 ] * 3;\n\t\t\t\t\t\tvB = indices[ i + 1 ] * 3;\n\t\t\t\t\t\tvC = indices[ i + 2 ] * 3;\n\n\t\t\t\t\t\tpA.fromArray( positions, vA );\n\t\t\t\t\t\tpB.fromArray( positions, vB );\n\t\t\t\t\t\tpC.fromArray( positions, vC );\n\n\t\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\t\tnormals[ vA ] += cb.x;\n\t\t\t\t\t\tnormals[ vA + 1 ] += cb.y;\n\t\t\t\t\t\tnormals[ vA + 2 ] += cb.z;\n\n\t\t\t\t\t\tnormals[ vB ] += cb.x;\n\t\t\t\t\t\tnormals[ vB + 1 ] += cb.y;\n\t\t\t\t\t\tnormals[ vB + 2 ] += cb.z;\n\n\t\t\t\t\t\tnormals[ vC ] += cb.x;\n\t\t\t\t\t\tnormals[ vC + 1 ] += cb.y;\n\t\t\t\t\t\tnormals[ vC + 2 ] += cb.z;\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// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( var i = 0, il = positions.length; i < il; i += 9 ) {\n\n\t\t\t\t\tpA.fromArray( positions, i );\n\t\t\t\t\tpB.fromArray( positions, i + 3 );\n\t\t\t\t\tpC.fromArray( positions, i + 6 );\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\tnormals[ i ] = cb.x;\n\t\t\t\t\tnormals[ i + 1 ] = cb.y;\n\t\t\t\t\tnormals[ i + 2 ] = cb.z;\n\n\t\t\t\t\tnormals[ i + 3 ] = cb.x;\n\t\t\t\t\tnormals[ i + 4 ] = cb.y;\n\t\t\t\t\tnormals[ i + 5 ] = cb.z;\n\n\t\t\t\t\tnormals[ i + 6 ] = cb.x;\n\t\t\t\t\tnormals[ i + 7 ] = cb.y;\n\t\t\t\t\tnormals[ i + 8 ] = cb.z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tattributes.normal.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tvar attribute1 = attributes[ key ];\n\t\t\tvar attributeArray1 = attribute1.array;\n\n\t\t\tvar attribute2 = geometry.attributes[ key ];\n\t\t\tvar attributeArray2 = attribute2.array;\n\n\t\t\tvar attributeSize = attribute2.itemSize;\n\n\t\t\tfor ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tvar vector = new Vector3();\n\n\t\treturn function normalizeNormals() {\n\n\t\t\tvar normals = this.attributes.normal;\n\n\t\t\tfor ( var i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t\tvector.x = normals.getX( i );\n\t\t\t\tvector.y = normals.getY( i );\n\t\t\t\tvector.z = normals.getZ( i );\n\n\t\t\t\tvector.normalize();\n\n\t\t\t\tnormals.setXYZ( i, vector.x, vector.y, vector.z );\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoNonIndexed: function () {\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar geometry2 = new BufferGeometry();\n\n\t\tvar indices = this.index.array;\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\n\t\t\tvar array = attribute.array;\n\t\t\tvar itemSize = attribute.itemSize;\n\n\t\t\tvar array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tvar index = 0, index2 = 0;\n\n\t\t\tfor ( var i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( var 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\tgeometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar 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\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tvar parameters = this.parameters;\n\n\t\t\tfor ( var key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tvar index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tvar array = Array.prototype.slice.call( index.array );\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: array\n\t\t\t};\n\n\t\t}\n\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tvar attribute = attributes[ key ];\n\n\t\t\tvar array = Array.prototype.slice.call( attribute.array );\n\n\t\t\tdata.data.attributes[ key ] = {\n\t\t\t\titemSize: attribute.itemSize,\n\t\t\t\ttype: attribute.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: attribute.normalized\n\t\t\t};\n\n\t\t}\n\n\t\tvar 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\tvar boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t var parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t var values = [];\n\n\t\t for ( var key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t var geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tvar name, i, l;\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// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tvar index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone() );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tvar attributes = source.attributes;\n\n\t\tfor ( name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\t\t\tthis.addAttribute( name, attribute.clone() );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tvar morphAttributes = source.morphAttributes;\n\n\t\tfor ( name in morphAttributes ) {\n\n\t\t\tvar array = [];\n\t\t\tvar morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone() );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// groups\n\n\t\tvar groups = source.groups;\n\n\t\tfor ( i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tvar 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\tvar 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\tvar 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\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// BoxGeometry\n\nfunction BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'BoxGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\tdepth: depth,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tdepthSegments: depthSegments\n\t};\n\n\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\tthis.mergeVertices();\n\n}\n\nBoxGeometry.prototype = Object.create( Geometry.prototype );\nBoxGeometry.prototype.constructor = BoxGeometry;\n\n// BoxBufferGeometry\n\nfunction BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'BoxBufferGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\tdepth: depth,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tdepthSegments: depthSegments\n\t};\n\n\tvar scope = this;\n\n\t// segments\n\n\twidthSegments = Math.floor( widthSegments ) || 1;\n\theightSegments = Math.floor( heightSegments ) || 1;\n\tdepthSegments = Math.floor( depthSegments ) || 1;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar numberOfVertices = 0;\n\tvar groupStart = 0;\n\n\t// build each side of the box geometry\n\n\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\tvar segmentWidth = width / gridX;\n\t\tvar segmentHeight = height / gridY;\n\n\t\tvar widthHalf = width / 2;\n\t\tvar heightHalf = height / 2;\n\t\tvar depthHalf = depth / 2;\n\n\t\tvar gridX1 = gridX + 1;\n\t\tvar gridY1 = gridY + 1;\n\n\t\tvar vertexCounter = 0;\n\t\tvar groupCount = 0;\n\n\t\tvar ix, iy;\n\n\t\tvar vector = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tvar y = iy * segmentHeight - heightHalf;\n\n\t\t\tfor ( ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tvar x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t// set values to correct vector component\n\n\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t// set values to correct vector component\n\n\t\t\t\tvector[ u ] = 0;\n\t\t\t\tvector[ v ] = 0;\n\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t// uvs\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t// counters\n\n\t\t\t\tvertexCounter += 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\t// 1. you need three indices to draw a single face\n\t\t// 2. a single segment consists of two faces\n\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\tfor ( iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tvar a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\tvar b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\tvar c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tvar d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t// increase counter\n\n\t\t\t\tgroupCount += 6;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t\t// update total number of vertices\n\n\t\tnumberOfVertices += vertexCounter;\n\n\t}\n\n}\n\nBoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nBoxBufferGeometry.prototype.constructor = BoxBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// PlaneGeometry\n\nfunction PlaneGeometry( width, height, widthSegments, heightSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'PlaneGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments\n\t};\n\n\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\tthis.mergeVertices();\n\n}\n\nPlaneGeometry.prototype = Object.create( Geometry.prototype );\nPlaneGeometry.prototype.constructor = PlaneGeometry;\n\n// PlaneBufferGeometry\n\nfunction PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'PlaneBufferGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments\n\t};\n\n\tvar width_half = width / 2;\n\tvar height_half = height / 2;\n\n\tvar gridX = Math.floor( widthSegments ) || 1;\n\tvar gridY = Math.floor( heightSegments ) || 1;\n\n\tvar gridX1 = gridX + 1;\n\tvar gridY1 = gridY + 1;\n\n\tvar segment_width = width / gridX;\n\tvar segment_height = height / gridY;\n\n\tvar ix, iy;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// generate vertices, normals and uvs\n\n\tfor ( iy = 0; iy < gridY1; iy ++ ) {\n\n\t\tvar y = iy * segment_height - height_half;\n\n\t\tfor ( ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\tvar x = ix * segment_width - width_half;\n\n\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\tuvs.push( ix / gridX );\n\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tfor ( iy = 0; iy < gridY; iy ++ ) {\n\n\t\tfor ( ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\tvar a = ix + gridX1 * iy;\n\t\t\tvar b = ix + gridX1 * ( iy + 1 );\n\t\t\tvar c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\tvar d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nPlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nPlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Ray( origin, direction ) {\n\n\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\tthis.direction = ( direction !== undefined ) ? direction : new Vector3();\n\n}\n\nObject.assign( Ray.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( 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: function ( t, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t},\n\n\tlookAt: function ( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t},\n\n\trecast: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function recast( t ) {\n\n\t\t\tthis.origin.copy( this.at( t, v1 ) );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclosestPointToPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\tresult.subVectors( point, this.origin );\n\t\tvar directionDistance = result.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn result.copy( this.origin );\n\n\t\t}\n\n\t\treturn result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t},\n\n\tdistanceSqToPoint: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function distanceSqToPoint( point ) {\n\n\t\t\tvar directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t\t// point behind the ray\n\n\t\t\tif ( directionDistance < 0 ) {\n\n\t\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t\t}\n\n\t\t\tv1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\t\treturn v1.distanceToSquared( point );\n\n\t\t};\n\n\t}(),\n\n\tdistanceSqToSegment: function () {\n\n\t\tvar segCenter = new Vector3();\n\t\tvar segDir = new Vector3();\n\t\tvar diff = new Vector3();\n\n\t\treturn function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t\t// It returns the min distance between the ray and the segment\n\t\t\t// defined by v0 and v1\n\t\t\t// It can also set two optional targets :\n\t\t\t// - The closest point on the ray\n\t\t\t// - The closest point on the segment\n\n\t\t\tsegCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t\tsegDir.copy( v1 ).sub( v0 ).normalize();\n\t\t\tdiff.copy( this.origin ).sub( segCenter );\n\n\t\t\tvar segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\t\tvar a01 = - this.direction.dot( segDir );\n\t\t\tvar b0 = diff.dot( this.direction );\n\t\t\tvar b1 = - diff.dot( segDir );\n\t\t\tvar c = diff.lengthSq();\n\t\t\tvar det = Math.abs( 1 - a01 * a01 );\n\t\t\tvar s0, s1, sqrDist, extDet;\n\n\t\t\tif ( det > 0 ) {\n\n\t\t\t\t// The ray and segment are not parallel.\n\n\t\t\t\ts0 = a01 * b1 - b0;\n\t\t\t\ts1 = a01 * b0 - b1;\n\t\t\t\textDet = segExtent * det;\n\n\t\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\t\tvar invDet = 1 / det;\n\t\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\t\ts1 *= invDet;\n\t\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\t} else {\n\n\t\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 5\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\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t\t// region 4\n\n\t\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 3\n\n\t\t\t\t\t\ts0 = 0;\n\t\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 2\n\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\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}\n\n\t\t\t} else {\n\n\t\t\t\t// Ray and segment are parallel.\n\n\t\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t}\n\n\t\t\tif ( optionalPointOnRay ) {\n\n\t\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t\t}\n\n\t\t\tif ( optionalPointOnSegment ) {\n\n\t\t\t\toptionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );\n\n\t\t\t}\n\n\t\t\treturn sqrDist;\n\n\t\t};\n\n\t}(),\n\n\tintersectSphere: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function intersectSphere( sphere, optionalTarget ) {\n\n\t\t\tv1.subVectors( sphere.center, this.origin );\n\t\t\tvar tca = v1.dot( this.direction );\n\t\t\tvar d2 = v1.dot( v1 ) - tca * tca;\n\t\t\tvar radius2 = sphere.radius * sphere.radius;\n\n\t\t\tif ( d2 > radius2 ) return null;\n\n\t\t\tvar thc = Math.sqrt( radius2 - d2 );\n\n\t\t\t// t0 = first intersect point - entrance on front of sphere\n\t\t\tvar t0 = tca - thc;\n\n\t\t\t// t1 = second intersect point - exit point on back of sphere\n\t\t\tvar t1 = tca + thc;\n\n\t\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t\t// test to see if t0 is behind the ray:\n\t\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t\t// in order to always return an intersect point that is in front of the ray.\n\t\t\tif ( t0 < 0 ) return this.at( t1, optionalTarget );\n\n\t\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\t\treturn this.at( t0, optionalTarget );\n\n\t\t};\n\n\t}(),\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) <= sphere.radius;\n\n\t},\n\n\tdistanceToPlane: function ( plane ) {\n\n\t\tvar 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\tvar 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: function ( plane, optionalTarget ) {\n\n\t\tvar 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, optionalTarget );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tvar distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tvar 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: function ( box, optionalTarget ) {\n\n\t\tvar tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tvar invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tvar origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, optionalTarget );\n\n\t},\n\n\tintersectsBox: ( function () {\n\n\t\tvar v = new Vector3();\n\n\t\treturn function intersectsBox( box ) {\n\n\t\t\treturn this.intersectBox( box, v ) !== null;\n\n\t\t};\n\n\t} )(),\n\n\tintersectTriangle: function () {\n\n\t\t// Compute the offset origin, edges, and normal.\n\t\tvar diff = new Vector3();\n\t\tvar edge1 = new Vector3();\n\t\tvar edge2 = new Vector3();\n\t\tvar normal = new Vector3();\n\n\t\treturn function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {\n\n\t\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t\tedge1.subVectors( b, a );\n\t\t\tedge2.subVectors( c, a );\n\t\t\tnormal.crossVectors( edge1, edge2 );\n\n\t\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\t\tvar DdN = this.direction.dot( normal );\n\t\t\tvar sign;\n\n\t\t\tif ( DdN > 0 ) {\n\n\t\t\t\tif ( backfaceCulling ) return null;\n\t\t\t\tsign = 1;\n\n\t\t\t} else if ( DdN < 0 ) {\n\n\t\t\t\tsign = - 1;\n\t\t\t\tDdN = - DdN;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tdiff.subVectors( this.origin, a );\n\t\t\tvar DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );\n\n\t\t\t// b1 < 0, no intersection\n\t\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tvar DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );\n\n\t\t\t// b2 < 0, no intersection\n\t\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\t// b1+b2 > 1, no intersection\n\t\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\t// Line intersects triangle, check if ray does.\n\t\t\tvar QdN = - sign * diff.dot( normal );\n\n\t\t\t// t < 0, no intersection\n\t\t\tif ( QdN < 0 ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\t// Ray intersects triangle.\n\t\t\treturn this.at( QdN / DdN, optionalTarget );\n\n\t\t};\n\n\t}(),\n\n\tapplyMatrix4: function ( 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: function ( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Line3( start, end ) {\n\n\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n}\n\nObject.assign( Line3.prototype, {\n\n\tset: function ( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t},\n\n\tgetCenter: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t},\n\n\tdelta: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.subVectors( this.end, this.start );\n\n\t},\n\n\tdistanceSq: function () {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t},\n\n\tdistance: function () {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t},\n\n\tat: function ( t, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn this.delta( result ).multiplyScalar( t ).add( this.start );\n\n\t},\n\n\tclosestPointToPointParameter: function () {\n\n\t\tvar startP = new Vector3();\n\t\tvar startEnd = new Vector3();\n\n\t\treturn function closestPointToPointParameter( point, clampToLine ) {\n\n\t\t\tstartP.subVectors( point, this.start );\n\t\t\tstartEnd.subVectors( this.end, this.start );\n\n\t\t\tvar startEnd2 = startEnd.dot( startEnd );\n\t\t\tvar startEnd_startP = startEnd.dot( startP );\n\n\t\t\tvar t = startEnd_startP / startEnd2;\n\n\t\t\tif ( clampToLine ) {\n\n\t\t\t\tt = _Math.clamp( t, 0, 1 );\n\n\t\t\t}\n\n\t\t\treturn t;\n\n\t\t};\n\n\t}(),\n\n\tclosestPointToPoint: function ( point, clampToLine, optionalTarget ) {\n\n\t\tvar t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn this.delta( result ).multiplyScalar( t ).add( this.start );\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Triangle( a, b, c ) {\n\n\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n}\n\nObject.assign( Triangle, {\n\n\tnormal: function () {\n\n\t\tvar v0 = new Vector3();\n\n\t\treturn function normal( a, b, c, optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tresult.subVectors( c, b );\n\t\t\tv0.subVectors( a, b );\n\t\t\tresult.cross( v0 );\n\n\t\t\tvar resultLengthSq = result.lengthSq();\n\t\t\tif ( resultLengthSq > 0 ) {\n\n\t\t\t\treturn result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );\n\n\t\t\t}\n\n\t\t\treturn result.set( 0, 0, 0 );\n\n\t\t};\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\tbarycoordFromPoint: function () {\n\n\t\tvar v0 = new Vector3();\n\t\tvar v1 = new Vector3();\n\t\tvar v2 = new Vector3();\n\n\t\treturn function barycoordFromPoint( point, a, b, c, optionalTarget ) {\n\n\t\t\tv0.subVectors( c, a );\n\t\t\tv1.subVectors( b, a );\n\t\t\tv2.subVectors( point, a );\n\n\t\t\tvar dot00 = v0.dot( v0 );\n\t\t\tvar dot01 = v0.dot( v1 );\n\t\t\tvar dot02 = v0.dot( v2 );\n\t\t\tvar dot11 = v1.dot( v1 );\n\t\t\tvar dot12 = v1.dot( v2 );\n\n\t\t\tvar denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\t// collinear or singular triangle\n\t\t\tif ( denom === 0 ) {\n\n\t\t\t\t// arbitrary location outside of triangle?\n\t\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\t\treturn result.set( - 2, - 1, - 1 );\n\n\t\t\t}\n\n\t\t\tvar invDenom = 1 / denom;\n\t\t\tvar u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\t\tvar v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t\t// barycentric coordinates must always sum to 1\n\t\t\treturn result.set( 1 - u - v, v, u );\n\n\t\t};\n\n\t}(),\n\n\tcontainsPoint: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function containsPoint( point, a, b, c ) {\n\n\t\t\tvar result = Triangle.barycoordFromPoint( point, a, b, c, v1 );\n\n\t\t\treturn ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );\n\n\t\t};\n\n\t}()\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tset: function ( 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: function ( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( 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\tarea: function () {\n\n\t\tvar v0 = new Vector3();\n\t\tvar v1 = new Vector3();\n\n\t\treturn function area() {\n\n\t\t\tv0.subVectors( this.c, this.b );\n\t\t\tv1.subVectors( this.a, this.b );\n\n\t\t\treturn v0.cross( v1 ).length() * 0.5;\n\n\t\t};\n\n\t}(),\n\n\tmidpoint: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t},\n\n\tnormal: function ( optionalTarget ) {\n\n\t\treturn Triangle.normal( this.a, this.b, this.c, optionalTarget );\n\n\t},\n\n\tplane: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Plane();\n\n\t\treturn result.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t},\n\n\tbarycoordFromPoint: function ( point, optionalTarget ) {\n\n\t\treturn Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t},\n\n\tclosestPointToPoint: function () {\n\n\t\tvar plane = new Plane();\n\t\tvar edgeList = [ new Line3(), new Line3(), new Line3() ];\n\t\tvar projectedPoint = new Vector3();\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function closestPointToPoint( point, optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\t\t\tvar minDistance = Infinity;\n\n\t\t\t// project the point onto the plane of the triangle\n\n\t\t\tplane.setFromCoplanarPoints( this.a, this.b, this.c );\n\t\t\tplane.projectPoint( point, projectedPoint );\n\n\t\t\t// check if the projection lies within the triangle\n\n\t\t\tif( this.containsPoint( projectedPoint ) === true ) {\n\n\t\t\t\t// if so, this is the closest point\n\n\t\t\t\tresult.copy( projectedPoint );\n\n\t\t\t} else {\n\n\t\t\t\t// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices\n\n\t\t\t\tedgeList[ 0 ].set( this.a, this.b );\n\t\t\t\tedgeList[ 1 ].set( this.b, this.c );\n\t\t\t\tedgeList[ 2 ].set( this.c, this.a );\n\n\t\t\t\tfor( var i = 0; i < edgeList.length; i ++ ) {\n\n\t\t\t\t\tedgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );\n\n\t\t\t\t\tvar distance = projectedPoint.distanceToSquared( closestPoint );\n\n\t\t\t\t\tif( distance < minDistance ) {\n\n\t\t\t\t\t\tminDistance = distance;\n\n\t\t\t\t\t\tresult.copy( closestPoint );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tequals: function ( 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\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author jonobr1 / http://jonobr1.com/\n */\n\nfunction Mesh( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );\n\n\tthis.drawMode = TrianglesDrawMode;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tsetDrawMode: function ( value ) {\n\n\t\tthis.drawMode = value;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.drawMode = source.drawMode;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tvar geometry = this.geometry;\n\t\tvar m, ml, name;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar morphAttributes = geometry.morphAttributes;\n\t\t\tvar keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tvar morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tname = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {\n\n\t\t\t\t\tname = morphTargets[ 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\traycast: ( function () {\n\n\t\tvar inverseMatrix = new Matrix4();\n\t\tvar ray = new Ray();\n\t\tvar sphere = new Sphere();\n\n\t\tvar vA = new Vector3();\n\t\tvar vB = new Vector3();\n\t\tvar vC = new Vector3();\n\n\t\tvar tempA = new Vector3();\n\t\tvar tempB = new Vector3();\n\t\tvar tempC = new Vector3();\n\n\t\tvar uvA = new Vector2();\n\t\tvar uvB = new Vector2();\n\t\tvar uvC = new Vector2();\n\n\t\tvar barycoord = new Vector3();\n\n\t\tvar intersectionPoint = new Vector3();\n\t\tvar intersectionPointWorld = new Vector3();\n\n\t\tfunction uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {\n\n\t\t\tTriangle.barycoordFromPoint( point, p1, p2, p3, barycoord );\n\n\t\t\tuv1.multiplyScalar( barycoord.x );\n\t\t\tuv2.multiplyScalar( barycoord.y );\n\t\t\tuv3.multiplyScalar( barycoord.z );\n\n\t\t\tuv1.add( uv2 ).add( uv3 );\n\n\t\t\treturn uv1.clone();\n\n\t\t}\n\n\t\tfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\t\t\tvar intersect;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t\t\t} else {\n\n\t\t\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t\t\t}\n\n\t\t\tif ( intersect === null ) return null;\n\n\t\t\tintersectionPointWorld.copy( point );\n\t\t\tintersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );\n\n\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\t\t\treturn {\n\t\t\t\tdistance: distance,\n\t\t\t\tpoint: intersectionPointWorld.clone(),\n\t\t\t\tobject: object\n\t\t\t};\n\n\t\t}\n\n\t\tfunction checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( position, a );\n\t\t\tvB.fromBufferAttribute( position, b );\n\t\t\tvC.fromBufferAttribute( position, c );\n\n\t\t\tvar intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint );\n\n\t\t\tif ( intersection ) {\n\n\t\t\t\tif ( uv ) {\n\n\t\t\t\t\tuvA.fromBufferAttribute( uv, a );\n\t\t\t\t\tuvB.fromBufferAttribute( uv, b );\n\t\t\t\t\tuvC.fromBufferAttribute( uv, c );\n\n\t\t\t\t\tintersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );\n\n\t\t\t\t}\n\n\t\t\t\tintersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );\n\t\t\t\tintersection.faceIndex = a;\n\n\t\t\t}\n\n\t\t\treturn intersection;\n\n\t\t}\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar material = this.material;\n\t\t\tvar matrixWorld = this.matrixWorld;\n\n\t\t\tif ( material === undefined ) return;\n\n\t\t\t// Checking boundingSphere distance to ray\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere );\n\t\t\tsphere.applyMatrix4( matrixWorld );\n\n\t\t\tif ( raycaster.ray.intersectsSphere( sphere ) === false ) return;\n\n\t\t\t//\n\n\t\t\tinverseMatrix.getInverse( matrixWorld );\n\t\t\tray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );\n\n\t\t\t// Check boundingBox before continuing\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tif ( ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t\t}\n\n\t\t\tvar intersection;\n\n\t\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t\tvar a, b, c;\n\t\t\t\tvar index = geometry.index;\n\t\t\t\tvar position = geometry.attributes.position;\n\t\t\t\tvar uv = geometry.attributes.uv;\n\t\t\t\tvar i, l;\n\n\t\t\t\tif ( index !== null ) {\n\n\t\t\t\t\t// indexed buffer geometry\n\n\t\t\t\t\tfor ( i = 0, l = index.count; i < l; i += 3 ) {\n\n\t\t\t\t\t\ta = index.getX( i );\n\t\t\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\t\tfor ( i = 0, l = position.count; i < l; i += 3 ) {\n\n\t\t\t\t\t\ta = i;\n\t\t\t\t\t\tb = i + 1;\n\t\t\t\t\t\tc = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.index = a; // triangle number in positions buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\t\tvar fvA, fvB, fvC;\n\t\t\t\tvar isMultiMaterial = Array.isArray( material );\n\n\t\t\t\tvar vertices = geometry.vertices;\n\t\t\t\tvar faces = geometry.faces;\n\t\t\t\tvar uvs;\n\n\t\t\t\tvar faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\t\tfor ( var f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tvar face = faces[ f ];\n\t\t\t\t\tvar faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\t\tfvA = vertices[ face.a ];\n\t\t\t\t\tfvB = vertices[ face.b ];\n\t\t\t\t\tfvC = vertices[ face.c ];\n\n\t\t\t\t\tif ( faceMaterial.morphTargets === true ) {\n\n\t\t\t\t\t\tvar morphTargets = geometry.morphTargets;\n\t\t\t\t\t\tvar morphInfluences = this.morphTargetInfluences;\n\n\t\t\t\t\t\tvA.set( 0, 0, 0 );\n\t\t\t\t\t\tvB.set( 0, 0, 0 );\n\t\t\t\t\t\tvC.set( 0, 0, 0 );\n\n\t\t\t\t\t\tfor ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {\n\n\t\t\t\t\t\t\tvar influence = morphInfluences[ t ];\n\n\t\t\t\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t\t\t\tvar targets = morphTargets[ t ].vertices;\n\n\t\t\t\t\t\t\tvA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );\n\t\t\t\t\t\t\tvB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );\n\t\t\t\t\t\t\tvC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvA.add( fvA );\n\t\t\t\t\t\tvB.add( fvB );\n\t\t\t\t\t\tvC.add( fvC );\n\n\t\t\t\t\t\tfvA = vA;\n\t\t\t\t\t\tfvB = vB;\n\t\t\t\t\t\tfvC = vC;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\t\tvar uvs_f = uvs[ f ];\n\t\t\t\t\t\t\tuvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t\tuvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t\tuvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\t\tintersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tintersection.face = face;\n\t\t\t\t\t\tintersection.faceIndex = f;\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\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {\n\n\tvar clearColor = new Color( 0x000000 );\n\tvar clearAlpha = 0;\n\n\tvar planeCamera, planeMesh;\n\tvar boxMesh;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tvar background = scene.background;\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 ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tuniforms: ShaderLib.cube.uniforms,\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: true,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tpolygonOffset: true,\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.removeAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.removeAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tvar scale = camera.far;\n\n\t\t\t\t\tthis.matrixWorld.makeScale( scale, scale, scale );\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t\tthis.material.polygonOffsetUnits = scale * 10;\n\n\t\t\t\t};\n\n\t\t\t\tgeometries.update( boxMesh.geometry );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.tCube.value = background;\n\n\t\t\trenderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeCamera === undefined ) {\n\n\t\t\t\tplaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )\n\t\t\t\t);\n\n\t\t\t\tgeometries.update( planeMesh.geometry );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.map = background;\n\n\t\t\t// TODO Push this to renderList\n\n\t\t\trenderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha !== undefined ? alpha : 1;\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\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program && b.program && a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} 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\nfunction WebGLRenderList() {\n\n\tvar renderItems = [];\n\tvar renderItemsIndex = 0;\n\n\tvar opaque = [];\n\tvar transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction push( object, geometry, material, z, group ) {\n\n\t\tvar 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\tprogram: material.program,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = material.program;\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\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t\trenderItemsIndex ++;\n\n\t}\n\n\tfunction sort() {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );\n\n\t}\n\n\treturn {\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tvar lists = {};\n\n\tfunction get( scene, camera ) {\n\n\t\tvar hash = scene.id + ',' + camera.id;\n\t\tvar list = lists[ hash ];\n\n\t\tif ( list === undefined ) {\n\n\t\t\t// console.log( 'THREE.WebGLRenderLists:', hash );\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists[ hash ] = list;\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = {};\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tvar influencesList = {};\n\tvar morphInfluences = new Float32Array( 8 );\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tvar objectInfluences = object.morphTargetInfluences;\n\n\t\tvar length = objectInfluences.length;\n\n\t\tvar influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\tvar morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tvar morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\t// Remove current morphAttributes\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tif ( influence[ 1 ] !== 0 ) {\n\n\t\t\t\tif ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );\n\t\t\t\tif ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\t// Add morphAttributes\n\n\t\tfor ( var i = 0; i < 8; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tif ( influence ) {\n\n\t\t\t\tvar index = influence[ 0 ];\n\t\t\t\tvar value = influence[ 1 ];\n\n\t\t\t\tif ( value ) {\n\n\t\t\t\t\tif ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\t\t\t\t\tif ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t}\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {\n\n\tvar mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tvar 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\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += count;\n\n\t}\n\n\tfunction renderInstances( geometry, start, count ) {\n\n\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\textension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );\n\n\t\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count * geometry.maxInstancedCount;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count;\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\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBufferRenderer( gl, extensions, infoRender ) {\n\n\tvar 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\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += count;\n\n\t}\n\n\tfunction renderInstances( geometry, start, count ) {\n\n\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar position = geometry.attributes.position;\n\n\t\tif ( position.isInterleavedBufferAttribute ) {\n\n\t\t\tcount = position.data.count;\n\n\t\t\textension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );\n\n\t\t} else {\n\n\t\t\textension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );\n\n\t\t}\n\n\t\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count * geometry.maxInstancedCount;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count;\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLGeometries( gl, attributes, infoMemory ) {\n\n\tvar geometries = {};\n\tvar wireframeAttributes = {};\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tvar geometry = event.target;\n\t\tvar buffergeometry = geometries[ geometry.id ];\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( var name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\t// TODO Remove duplicate code\n\n\t\tvar attribute = wireframeAttributes[ geometry.id ];\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\tdelete wireframeAttributes[ geometry.id ];\n\n\t\t}\n\n\t\tattribute = wireframeAttributes[ buffergeometry.id ];\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\tdelete wireframeAttributes[ buffergeometry.id ];\n\n\t\t}\n\n\t\t//\n\n\t\tinfoMemory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tvar buffergeometry = geometries[ geometry.id ];\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries[ geometry.id ] = buffergeometry;\n\n\t\tinfoMemory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tvar index = geometry.index;\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tfor ( var name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tvar morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( var name in morphAttributes ) {\n\n\t\t\tvar array = morphAttributes[ name ];\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tvar attribute = wireframeAttributes[ geometry.id ];\n\n\t\tif ( attribute ) return attribute;\n\n\t\tvar indices = [];\n\n\t\tvar geometryIndex = geometry.index;\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\t// console.time( 'wireframe' );\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tvar array = geometryIndex.array;\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tvar a = array[ i + 0 ];\n\t\t\t\tvar b = array[ i + 1 ];\n\t\t\t\tvar 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\tvar array = geometryAttributes.position.array;\n\n\t\t\tfor ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tvar a = i + 0;\n\t\t\t\tvar b = i + 1;\n\t\t\t\tvar 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\t// console.timeEnd( 'wireframe' );\n\n\t\tattribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\n\t\tattributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\twireframeAttributes[ geometry.id ] = attribute;\n\n\t\treturn attribute;\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\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction UniformsCache() {\n\n\tvar 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\tvar 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\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 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\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\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 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\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\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 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\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\t// TODO (abelnation): set RectAreaLight shadow uniforms\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 WebGLLights() {\n\n\tvar cache = new UniformsCache();\n\n\tvar state = {\n\n\t\thash: '',\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tdirectional: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\tpoint: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tvar vector3 = new Vector3();\n\tvar matrix4 = new Matrix4();\n\tvar matrix42 = new Matrix4();\n\n\tfunction setup( lights, shadows, camera ) {\n\n\t\tvar r = 0, g = 0, b = 0;\n\n\t\tvar directionalLength = 0;\n\t\tvar pointLength = 0;\n\t\tvar spotLength = 0;\n\t\tvar rectAreaLength = 0;\n\t\tvar hemiLength = 0;\n\n\t\tvar viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( var i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tvar light = lights[ i ];\n\n\t\t\tvar color = light.color;\n\t\t\tvar intensity = light.intensity;\n\t\t\tvar distance = light.distance;\n\n\t\t\tvar shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\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\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\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\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\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\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.distance === 0 ) ? 0.0 : light.decay;\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity controls irradiance of entire light\n\t\t\t\tuniforms.color\n\t\t\t\t\t.copy( color )\n\t\t\t\t\t.multiplyScalar( intensity / ( light.width * light.height ) );\n\n\t\t\t\t// (b) intensity controls the radiance per light area\n\t\t\t\t// uniforms.color.copy( color ).multiplyScalar( intensity );\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\t// TODO (abelnation): RectAreaLight distance?\n\t\t\t\t// uniforms.distance = distance;\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\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tuniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tuniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t}\n\n\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\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\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tstate.directional.length = directionalLength;\n\t\tstate.spot.length = spotLength;\n\t\tstate.rectArea.length = rectAreaLength;\n\t\tstate.point.length = pointLength;\n\t\tstate.hemi.length = hemiLength;\n\n\t\t// TODO (sam-g-steel) why aren't we using join\n\t\tstate.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length;\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tstate: state\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLObjects( geometries, infoRender ) {\n\n\tvar updateList = {};\n\n\tfunction update( object ) {\n\n\t\tvar frame = infoRender.frame;\n\n\t\tvar geometry = object.geometry;\n\t\tvar buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateList[ buffergeometry.id ] !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateList[ buffergeometry.id ] = frame;\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction clear() {\n\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tclear: clear\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction addLineNumbers( string ) {\n\n\tvar lines = string.split( '\\n' );\n\n\tfor ( var i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tvar shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\tif ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {\n\n\t\tconsole.error( 'THREE.WebGLShader: Shader couldn\\'t compile.' );\n\n\t}\n\n\tif ( gl.getShaderInfoLog( shader ) !== '' ) {\n\n\t\tconsole.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );\n\n\t}\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\treturn shader;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar programIdCount = 0;\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear','( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB','( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE','( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM','( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM','( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD','( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];\n\t\tdefault:\n\t\t\tthrow new Error( 'unsupported encoding: ' + encoding );\n\n\t}\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tvar components = getEncodingComponents( encoding );\n\treturn \"vec4 \" + functionName + \"( vec4 value ) { return \" + components[ 0 ] + \"ToLinear\" + components[ 1 ] + \"; }\";\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tvar components = getEncodingComponents( encoding );\n\treturn \"vec4 \" + functionName + \"( vec4 value ) { return LinearTo\" + components[ 0 ] + components[ 1 ] + \"; }\";\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tvar 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 Uncharted2ToneMapping:\n\t\t\ttoneMappingName = \"Uncharted2\";\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = \"OptimizedCineon\";\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'unsupported toneMapping: ' + toneMapping );\n\n\t}\n\n\treturn \"vec3 \" + functionName + \"( vec3 color ) { return \" + toneMappingName + \"ToneMapping( color ); }\";\n\n}\n\nfunction generateExtensions( extensions, parameters, rendererExtensions ) {\n\n\textensions = extensions || {};\n\n\tvar chunks = [\n\t\t( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#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\tvar chunks = [];\n\n\tfor ( var name in defines ) {\n\n\t\tvar 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, identifiers ) {\n\n\tvar attributes = {};\n\n\tvar n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( var i = 0; i < n; i ++ ) {\n\n\t\tvar info = gl.getActiveAttrib( program, i );\n\t\tvar name = info.name;\n\n\t\t// console.log(\"THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:\", name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );\n\n}\n\nfunction parseIncludes( string ) {\n\n\tvar pattern = /^[ \\t]*#include +<([\\w\\d.]+)>/gm;\n\n\tfunction replace( match, include ) {\n\n\t\tvar replace = ShaderChunk[ include ];\n\n\t\tif ( replace === undefined ) {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t\treturn parseIncludes( replace );\n\n\t}\n\n\treturn string.replace( pattern, replace );\n\n}\n\nfunction unrollLoops( string ) {\n\n\tvar pattern = /for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\n\n\tfunction replace( match, start, end, snippet ) {\n\n\t\tvar unroll = '';\n\n\t\tfor ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\t\tunroll += snippet.replace( /\\[ i \\]/g, '[ ' + i + ' ]' );\n\n\t\t}\n\n\t\treturn unroll;\n\n\t}\n\n\treturn string.replace( pattern, replace );\n\n}\n\nfunction WebGLProgram( renderer, extensions, code, material, shader, parameters ) {\n\n\tvar gl = renderer.context;\n\n\tvar defines = material.defines;\n\n\tvar vertexShader = shader.vertexShader;\n\tvar fragmentShader = shader.fragmentShader;\n\n\tvar 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}\n\n\tvar envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\tvar envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\tvar envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( material.envMap.mapping ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t\tcase EquirectangularReflectionMapping:\n\t\t\tcase EquirectangularRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';\n\t\t\t\tbreak;\n\n\t\t\tcase SphericalReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_SPHERE';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tswitch ( material.envMap.mapping ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase EquirectangularRefractionMapping:\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tswitch ( material.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\tvar gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\t// console.log( 'building new program ' );\n\n\t//\n\n\tvar customExtensions = generateExtensions( material.extensions, parameters, extensions );\n\n\tvar customDefines = generateDefines( defines );\n\n\t//\n\n\tvar program = gl.createProgram();\n\n\tvar prefixVertex, prefixFragment;\n\n\tif ( material.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines,\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines,\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\t'precision ' + parameters.precision + ' float;',\n\t\t\t'precision ' + parameters.precision + ' int;',\n\n\t\t\t'#define SHADER_NAME ' + shader.name,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp ) ? '#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\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\t'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,\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\tparameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#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\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_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\t'precision ' + parameters.precision + ' float;',\n\t\t\t'precision ' + parameters.precision + ' int;',\n\n\t\t\t'#define SHADER_NAME ' + shader.name,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp ) ? '#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 ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\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\t'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,\n\t\t\t'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),\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\tparameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\tparameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? \"#define TONE_MAPPING\" : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( \"toneMapping\", parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\t( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.outputEncoding ? getTexelEncodingFunction( \"linearToOutputTexel\", parameters.outputEncoding ) : '',\n\n\t\t\tparameters.depthPacking ? \"#define DEPTH_PACKING \" + material.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = parseIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\n\tfragmentShader = parseIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\n\tif ( ! material.isShaderMaterial ) {\n\n\t\tvertexShader = unrollLoops( vertexShader );\n\t\tfragmentShader = unrollLoops( fragmentShader );\n\n\t}\n\n\tvar vertexGlsl = prefixVertex + vertexShader;\n\tvar fragmentGlsl = prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tvar glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tvar glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, 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 ( material.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, material.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\tvar programLog = gl.getProgramInfoLog( program );\n\tvar vertexLog = gl.getShaderInfoLog( glVertexShader );\n\tvar fragmentLog = gl.getShaderInfoLog( glFragmentShader );\n\n\tvar runnable = true;\n\tvar haveDiagnostics = true;\n\n\t// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );\n\t// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );\n\n\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\trunnable = false;\n\n\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );\n\n\t} else if ( programLog !== '' ) {\n\n\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\thaveDiagnostics = false;\n\n\t}\n\n\tif ( haveDiagnostics ) {\n\n\t\tthis.diagnostics = {\n\n\t\t\trunnable: runnable,\n\t\t\tmaterial: material,\n\n\t\t\tprogramLog: programLog,\n\n\t\t\tvertexShader: {\n\n\t\t\t\tlog: vertexLog,\n\t\t\t\tprefix: prefixVertex\n\n\t\t\t},\n\n\t\t\tfragmentShader: {\n\n\t\t\t\tlog: fragmentLog,\n\t\t\t\tprefix: prefixFragment\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// clean up\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tvar cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program, renderer );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tvar 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\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t// DEPRECATED\n\n\tObject.defineProperties( this, {\n\n\t\tuniforms: {\n\t\t\tget: function() {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );\n\t\t\t\treturn this.getUniforms();\n\n\t\t\t}\n\t\t},\n\n\t\tattributes: {\n\t\t\tget: function() {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );\n\t\t\t\treturn this.getAttributes();\n\n\t\t\t}\n\t\t}\n\n\t} );\n\n\n\t//\n\n\tthis.id = programIdCount ++;\n\tthis.code = code;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLPrograms( renderer, extensions, capabilities ) {\n\n\tvar programs = [];\n\n\tvar 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: 'phong',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow'\n\t};\n\n\tvar parameterNames = [\n\t\t\"precision\", \"supportsVertexTextures\", \"map\", \"mapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\",\n\t\t\"lightMap\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"displacementMap\", \"specularMap\",\n\t\t\"roughnessMap\", \"metalnessMap\", \"gradientMap\",\n\t\t\"alphaMap\", \"combine\", \"vertexColors\", \"fog\", \"useFog\", \"fogExp\",\n\t\t\"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\",\n\t\t\"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\",\n\t\t\"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\",\n\t\t\"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\",\n\t\t\"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights',\n\t\t\"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\"\n\t];\n\n\n\tfunction allocateBones( object ) {\n\n\t\tvar skeleton = object.skeleton;\n\t\tvar bones = skeleton.bones;\n\n\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tvar nVertexUniforms = capabilities.maxVertexUniforms;\n\t\t\tvar nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tvar maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map, gammaOverrideLinear ) {\n\n\t\tvar encoding;\n\n\t\tif ( ! map ) {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t} else if ( map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( \"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t}\n\n\t\t// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.\n\t\tif ( encoding === LinearEncoding && gammaOverrideLinear ) {\n\n\t\t\tencoding = GammaEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tthis.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {\n\n\t\tvar 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\tvar maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;\n\t\tvar precision = capabilities.precision;\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\tvar currentRenderTarget = renderer.getRenderTarget();\n\n\t\tvar parameters = {\n\n\t\t\tshaderID: shaderID,\n\n\t\t\tprecision: precision,\n\t\t\tsupportsVertexTextures: capabilities.vertexTextures,\n\t\t\toutputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),\n\t\t\tenvMap: !! material.envMap,\n\t\t\tenvMapMode: material.envMap && material.envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),\n\t\t\tenvMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexColors: material.vertexColors,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: capabilities.floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumClippingPlanes: nClipPlanes,\n\t\t\tnumClipIntersection: nClipIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: renderer.toneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false\n\n\t\t};\n\n\t\treturn parameters;\n\n\t};\n\n\tthis.getProgramCode = function ( material, parameters ) {\n\n\t\tvar 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( material.fragmentShader );\n\t\t\tarray.push( material.vertexShader );\n\n\t\t}\n\n\t\tif ( material.defines !== undefined ) {\n\n\t\t\tfor ( var name in material.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( material.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( var i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t}\n\n\t\tarray.push( material.onBeforeCompile.toString() );\n\n\t\tarray.push( renderer.gammaOutput );\n\n\t\treturn array.join();\n\n\t};\n\n\tthis.acquireProgram = function ( material, shader, parameters, code ) {\n\n\t\tvar program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( var p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tvar programInfo = programs[ p ];\n\n\t\t\tif ( programInfo.code === code ) {\n\n\t\t\t\tprogram = programInfo;\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, extensions, code, material, shader, parameters );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t};\n\n\tthis.releaseProgram = function ( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tvar 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\t// Exposed for resource monitoring & error feedback via renderer.info:\n\tthis.programs = programs;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, infoMemory ) {\n\n\tvar _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );\n\n\t//\n\n\tfunction clampToMaxSize( image, maxSize ) {\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\t// Warning: Scaling through the canvas will only work with images that use\n\t\t\t// premultiplied alpha.\n\n\t\t\tvar scale = maxSize / Math.max( image.width, image.height );\n\n\t\t\tvar canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\tcanvas.width = Math.floor( image.width * scale );\n\t\t\tcanvas.height = Math.floor( image.height * scale );\n\n\t\t\tvar context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );\n\n\t\t\treturn canvas;\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction makePowerOfTwo( image ) {\n\n\t\tif ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {\n\n\t\t\tvar canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\tcanvas.width = _Math.nearestPowerOfTwo( image.width );\n\t\t\tcanvas.height = _Math.nearestPowerOfTwo( image.height );\n\n\t\t\tvar context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, canvas.width, canvas.height );\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );\n\n\t\t\treturn canvas;\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\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, isPowerOfTwo ) {\n\n\t\treturn texture.generateMipmaps && isPowerOfTwo &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\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 _gl.NEAREST;\n\n\t\t}\n\n\t\treturn _gl.LINEAR;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tvar texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tinfoMemory.textures --;\n\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tvar renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfoMemory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.image && textureProperties.__image__webglTextureCube ) {\n\n\t\t\t// cube texture\n\n\t\t\t_gl.deleteTexture( textureProperties.__image__webglTextureCube );\n\n\t\t} else {\n\n\t\t\t// 2D texture\n\n\t\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\t// remove all webgl properties\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\t\tvar textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLRenderTargetCube ) {\n\n\t\t\tfor ( var 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\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tvar image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );\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', texture );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.image.length === 6 ) {\n\n\t\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\t\tif ( ! textureProperties.__image__webglTextureCube ) {\n\n\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\ttextureProperties.__image__webglTextureCube = _gl.createTexture();\n\n\t\t\t\t\tinfoMemory.textures ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );\n\n\t\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\n\t\t\t\tvar isCompressed = ( texture && texture.isCompressedTexture );\n\t\t\t\tvar isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\t\tvar cubeImage = [];\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\t\tcubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tvar image = cubeImage[ 0 ],\n\t\t\t\tisPowerOfTwoImage = isPowerOfTwo( image ),\n\t\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( ! isCompressed ) {\n\n\t\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvar mipmap, mipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\t\tfor ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tmipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\t\t\tif ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\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\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, 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\tif ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {\n\n\t\t\t\t\t_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t\t}\n\n\t\t\t\ttextureProperties.__version = texture.version;\n\n\t\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t\t} else {\n\n\t\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction setTextureCubeDynamic( texture, slot ) {\n\n\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );\n\n\t}\n\n\tfunction setTextureParameters( textureType, texture, isPowerOfTwoImage ) {\n\n\t\tvar extension;\n\n\t\tif ( isPowerOfTwoImage ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );\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.', texture );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, 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.', texture );\n\n\t\t\t}\n\n\t\t}\n\n\t\textension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfoMemory.textures ++;\n\n\t\t}\n\n\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\n\t\tvar image = clampToMaxSize( texture.image, capabilities.maxTextureSize );\n\n\t\tif ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {\n\n\t\t\timage = makePowerOfTwo( image );\n\n\t\t}\n\n\t\tvar isPowerOfTwoImage = isPowerOfTwo( image ),\n\t\tglFormat = utils.convert( texture.format ),\n\t\tglType = utils.convert( texture.type );\n\n\t\tsetTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );\n\n\t\tvar mipmap, mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tvar internalFormat = _gl.DEPTH_COMPONENT;\n\n\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\tif ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');\n\t\t\t\tinternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t} else if ( _isWebGL2 ) {\n\n\t\t\t\t// WebGL 2.0 requires signed internalformat for glTexImage2D\n\t\t\t\tinternalFormat = _gl.DEPTH_COMPONENT16;\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\tif ( texture.format === DepthStencilFormat ) {\n\n\t\t\t\tinternalFormat = _gl.DEPTH_STENCIL;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && isPowerOfTwoImage ) {\n\n\t\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && isPowerOfTwoImage ) {\n\n\t\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tvar glFormat = utils.convert( renderTarget.texture.format );\n\t\tvar glType = utils.convert( renderTarget.texture.type );\n\t\tstate.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\t// FIXME: We don't support !depth !stencil\n\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, 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\tvar isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, 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\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\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tvar webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\n\t\tvar isCube = ( renderTarget.isWebGLRenderTargetCube === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\t\tvar textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfoMemory.textures ++;\n\n\t\tvar isCube = ( renderTarget.isWebGLRenderTargetCube === true );\n\t\tvar isTargetPowerOfTwo = isPowerOfTwo( renderTarget );\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( var 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}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\t\t\tstate.bindTexture( _gl.TEXTURE_2D, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tvar texture = renderTarget.texture;\n\t\tvar isTargetPowerOfTwo = isPowerOfTwo( renderTarget );\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {\n\n\t\t\tvar target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\tvar webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t_gl.generateMipmap( target );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setTextureCubeDynamic = setTextureCubeDynamic;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\n}\n\n/**\n * @author fordacious / fordacious.github.io\n */\n\nfunction WebGLProperties() {\n\n\tvar properties = {};\n\n\tfunction get( object ) {\n\n\t\tvar uuid = object.uuid;\n\t\tvar map = properties[ uuid ];\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties[ uuid ] = map;\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tdelete properties[ object.uuid ];\n\n\t}\n\n\tfunction clear() {\n\n\t\tproperties = {};\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tclear: clear\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLState( gl, extensions, utils ) {\n\n\tfunction ColorBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar color = new Vector4();\n\t\tvar currentColorMask = null;\n\t\tvar 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\tvar locked = false;\n\n\t\tvar currentDepthMask = null;\n\t\tvar currentDepthFunc = null;\n\t\tvar 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( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\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\tvar locked = false;\n\n\t\tvar currentStencilMask = null;\n\t\tvar currentStencilFunc = null;\n\t\tvar currentStencilRef = null;\n\t\tvar currentStencilFuncMask = null;\n\t\tvar currentStencilFail = null;\n\t\tvar currentStencilZFail = null;\n\t\tvar currentStencilZPass = null;\n\t\tvar currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.STENCIL_TEST );\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 \t!== stencilRef \t||\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\t !== stencilFail \t||\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\tvar colorBuffer = new ColorBuffer();\n\tvar depthBuffer = new DepthBuffer();\n\tvar stencilBuffer = new StencilBuffer();\n\n\tvar maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tvar newAttributes = new Uint8Array( maxVertexAttributes );\n\tvar enabledAttributes = new Uint8Array( maxVertexAttributes );\n\tvar attributeDivisors = new Uint8Array( maxVertexAttributes );\n\n\tvar capabilities = {};\n\n\tvar compressedTextureFormats = null;\n\n\tvar currentProgram = null;\n\n\tvar currentBlending = null;\n\tvar currentBlendEquation = null;\n\tvar currentBlendSrc = null;\n\tvar currentBlendDst = null;\n\tvar currentBlendEquationAlpha = null;\n\tvar currentBlendSrcAlpha = null;\n\tvar currentBlendDstAlpha = null;\n\tvar currentPremultipledAlpha = false;\n\n\tvar currentFlipSided = null;\n\tvar currentCullFace = null;\n\n\tvar currentLineWidth = null;\n\n\tvar currentPolygonOffsetFactor = null;\n\tvar currentPolygonOffsetUnits = null;\n\n\tvar maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tvar version = parseFloat( /^WebGL\\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );\n\tvar lineWidthAvailable = parseFloat( version ) >= 1.0;\n\n\tvar currentTextureSlot = null;\n\tvar currentBoundTextures = {};\n\n\tvar currentScissor = new Vector4();\n\tvar currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tvar data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tvar texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( var i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tvar emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tenable( gl.BLEND );\n\tsetBlending( NormalBlending );\n\n\t//\n\n\tfunction initAttributes() {\n\n\t\tfor ( var i = 0, l = newAttributes.length; i < l; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\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 ] !== 0 ) {\n\n\t\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension.vertexAttribDivisorANGLE( attribute, 0 );\n\t\t\tattributeDivisors[ attribute ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\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\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tfor ( var i = 0, l = enabledAttributes.length; i !== l; ++ 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 enable( id ) {\n\n\t\tif ( capabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tcapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( capabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tcapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction getCompressedTextureFormats() {\n\n\t\tif ( compressedTextureFormats === null ) {\n\n\t\t\tcompressedTextureFormats = [];\n\n\t\t\tif ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||\n\t\t\t extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||\n\t\t\t extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {\n\n\t\t\t\tvar formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );\n\n\t\t\t\tfor ( var i = 0; i < formats.length; i ++ ) {\n\n\t\t\t\t\tcompressedTextureFormats.push( formats[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn compressedTextureFormats;\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\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending !== NoBlending ) {\n\n\t\t\tenable( gl.BLEND );\n\n\t\t} else {\n\n\t\t\tdisable( gl.BLEND );\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\tcase AdditiveBlending:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase SubtractiveBlending:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase MultiplyBlending:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tcurrentBlendEquation = null;\n\t\t\tcurrentBlendSrc = null;\n\t\t\tcurrentBlendDst = null;\n\t\t\tcurrentBlendEquationAlpha = null;\n\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t} else {\n\n\t\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\t\tgl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );\n\n\t\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t\t}\n\n\t\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\t\tgl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );\n\n\t\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\t\tcurrentBlendDst = blendDst;\n\t\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t}\n\n\tfunction setMaterial( material ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tsetFlipSided( material.side === BackSide );\n\n\t\tmaterial.transparent === true\n\t\t\t? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )\n\t\t\t: setBlending( NoBlending );\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\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\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( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\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( gl.POLYGON_OFFSET_FILL );\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( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tvar boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tfor ( var i = 0; i < enabledAttributes.length; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] === 1 ) {\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\tcapabilities = {};\n\n\t\tcompressedTextureFormats = null;\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlending = null;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tenableAttributeAndDivisor: enableAttributeAndDivisor,\n\t\tdisableUnusedAttributes: disableUnusedAttributes,\n\t\tenable: enable,\n\t\tdisable: disable,\n\t\tgetCompressedTextureFormats: getCompressedTextureFormats,\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\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tvar maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tvar extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).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( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).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\tvar precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tvar 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\tvar logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );\n\n\tvar maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tvar maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tvar maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tvar maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tvar maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tvar maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tvar maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tvar maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tvar vertexTextures = maxVertexTextures > 0;\n\tvar floatFragmentTextures = !! extensions.get( 'OES_texture_float' );\n\tvar floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\treturn {\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};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ArrayCamera( array ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array || [];\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebVRManager( renderer ) {\n\n\tvar scope = this;\n\n\tvar device = null;\n\tvar frameData = null;\n\n\tif ( 'VRFrameData' in window ) {\n\n\t\tframeData = new window.VRFrameData();\n\n\t}\n\n\tvar matrixWorldInverse = new Matrix4();\n\n\tvar standingMatrix = new Matrix4();\n\tvar standingMatrixInverse = new Matrix4();\n\n\tvar cameraL = new PerspectiveCamera();\n\tcameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );\n\tcameraL.layers.enable( 1 );\n\n\tvar cameraR = new PerspectiveCamera();\n\tcameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );\n\tcameraR.layers.enable( 2 );\n\n\tvar cameraVR = new ArrayCamera( [ cameraL, cameraR ] );\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\t//\n\n\tvar currentSize, currentPixelRatio;\n\n\tfunction onVRDisplayPresentChange() {\n\n\t\tif ( device !== null && device.isPresenting ) {\n\n\t\t\tvar eyeParameters = device.getEyeParameters( 'left' );\n\t\t\tvar renderWidth = eyeParameters.renderWidth;\n\t\t\tvar renderHeight = eyeParameters.renderHeight;\n\n\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\tcurrentSize = renderer.getSize();\n\n\t\t\trenderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );\n\n\t\t} else if ( scope.enabled ) {\n\n\t\t\trenderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );\n\n\t\t}\n\n\t}\n\n\twindow.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );\n\n\t//\n\n\tthis.enabled = false;\n\tthis.standing = false;\n\n\tthis.getDevice = function () {\n\n\t\treturn device;\n\n\t};\n\n\tthis.setDevice = function ( value ) {\n\n\t\tif ( value !== undefined ) device = value;\n\n\t};\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tif ( device === null ) return camera;\n\n\t\tdevice.depthNear = camera.near;\n\t\tdevice.depthFar = camera.far;\n\n\t\tdevice.getFrameData( frameData );\n\n\t\t//\n\n\t\tvar pose = frameData.pose;\n\n\t\tif ( pose.position !== null ) {\n\n\t\t\tcamera.position.fromArray( pose.position );\n\n\t\t} else {\n\n\t\t\tcamera.position.set( 0, 0, 0 );\n\n\t\t}\n\n\t\tif ( pose.orientation !== null ) {\n\n\t\t\tcamera.quaternion.fromArray( pose.orientation );\n\n\t\t}\n\n\t\tcamera.updateMatrixWorld();\n\n\t\tvar stageParameters = device.stageParameters;\n\n\t\tif ( this.standing && stageParameters ) {\n\n\t\t\tstandingMatrix.fromArray( stageParameters.sittingToStandingTransform );\n\t\t\tstandingMatrixInverse.getInverse( standingMatrix );\n\n\t\t\tcamera.matrixWorld.multiply( standingMatrix );\n\t\t\tcamera.matrixWorldInverse.multiply( standingMatrixInverse );\n\n\t\t}\n\n\t\tif ( device.isPresenting === false ) return camera;\n\n\t\t//\n\n\t\tcameraL.near = camera.near;\n\t\tcameraR.near = camera.near;\n\n\t\tcameraL.far = camera.far;\n\t\tcameraR.far = camera.far;\n\n\t\tcameraVR.matrixWorld.copy( camera.matrixWorld );\n\t\tcameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );\n\n\t\tcameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );\n\t\tcameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );\n\n\t\tif ( this.standing && stageParameters ) {\n\n\t\t\tcameraL.matrixWorldInverse.multiply( standingMatrixInverse );\n\t\t\tcameraR.matrixWorldInverse.multiply( standingMatrixInverse );\n\n\t\t}\n\n\t\tvar parent = camera.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tmatrixWorldInverse.getInverse( parent.matrixWorld );\n\n\t\t\tcameraL.matrixWorldInverse.multiply( matrixWorldInverse );\n\t\t\tcameraR.matrixWorldInverse.multiply( matrixWorldInverse );\n\n\t\t}\n\n\t\t// envMap and Mirror needs camera.matrixWorld\n\n\t\tcameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );\n\t\tcameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );\n\n\t\tcameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );\n\t\tcameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );\n\n\t\t// HACK @mrdoob\n\t\t// https://github.com/w3c/webvr/issues/203\n\n\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t//\n\n\t\tvar layers = device.getLayers();\n\n\t\tif ( layers.length ) {\n\n\t\t\tvar layer = layers[ 0 ];\n\n\t\t\tif ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {\n\n\t\t\t\tcameraL.bounds.fromArray( layer.leftBounds );\n\n\t\t\t}\n\n\t\t\tif ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {\n\n\t\t\t\tcameraR.bounds.fromArray( layer.rightBounds );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\tthis.getStandingMatrix = function () {\n\n\t\treturn standingMatrix;\n\n\t};\n\n\tthis.submitFrame = function () {\n\n\t\tif ( device && device.isPresenting ) device.submitFrame();\n\n\t};\n\n\tthis.dispose = function() {\n\n\t\twindow.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLExtensions( gl ) {\n\n\tvar extensions = {};\n\n\treturn {\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ];\n\n\t\t\t}\n\n\t\t\tvar extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_etc1':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\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\textensions[ name ] = extension;\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author tschw\n */\n\nfunction WebGLClipping() {\n\n\tvar scope = this,\n\n\t\tglobalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false,\n\n\t\tplane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function( planes, enableLocalClipping, camera ) {\n\n\t\tvar enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function() {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function() {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {\n\n\t\tif ( ! localClippingEnabled ||\n\t\t\t\tplanes === null || planes.length === 0 ||\n\t\t\t\trenderingShadows && ! clipShadows ) {\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\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\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4,\n\n\t\t\t\tdstArray = cache.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, fromCache );\n\n\t\t\tfor ( var i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tcache.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\tvar nPlanes = planes !== null ? planes.length : 0,\n\t\t\tdstArray = 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\tvar 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 ( var i = 0, i4 = dstOffset;\n\t\t\t\t\t\t\t\t\ti !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).\n\t\t\t\t\t\t\tapplyMatrix4( 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\t\n\t\treturn dstArray;\n\n\t}\n\n}\n\n/**\n * @author thespite / http://www.twitter.com/thespite\n */\n\nfunction WebGLUtils ( gl, extensions ) {\n\n\tfunction convert ( p ) {\n\n\t\tvar extension;\n\n\t\tif ( p === RepeatWrapping ) return gl.REPEAT;\n\t\tif ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE;\n\t\tif ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT;\n\n\t\tif ( p === NearestFilter ) return gl.NEAREST;\n\t\tif ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST;\n\t\tif ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR;\n\n\t\tif ( p === LinearFilter ) return gl.LINEAR;\n\t\tif ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST;\n\t\tif ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR;\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\t\tif ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) return extension.HALF_FLOAT_OES;\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBFormat ) return gl.RGB;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\tif ( p === AddEquation ) return gl.FUNC_ADD;\n\t\tif ( p === SubtractEquation ) return gl.FUNC_SUBTRACT;\n\t\tif ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT;\n\n\t\tif ( p === ZeroFactor ) return gl.ZERO;\n\t\tif ( p === OneFactor ) return gl.ONE;\n\t\tif ( p === SrcColorFactor ) return gl.SRC_COLOR;\n\t\tif ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR;\n\t\tif ( p === SrcAlphaFactor ) return gl.SRC_ALPHA;\n\t\tif ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA;\n\t\tif ( p === DstAlphaFactor ) return gl.DST_ALPHA;\n\t\tif ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA;\n\n\t\tif ( p === DstColorFactor ) return gl.DST_COLOR;\n\t\tif ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR;\n\t\tif ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t}\n\n\t\tif ( p === MinEquation || p === MaxEquation ) {\n\n\t\t\textension = extensions.get( 'EXT_blend_minmax' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === MinEquation ) return extension.MIN_EXT;\n\t\t\t\tif ( p === MaxEquation ) return extension.MAX_EXT;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t}\n\n\t\treturn 0;\n\n\t}\n\n\treturn { convert: convert }\n\n}\n\n// import { Sphere } from '../math/Sphere';\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n * @author tschw\n */\n\nfunction WebGLRenderer( parameters ) {\n\n\tconsole.log( 'THREE.WebGLRenderer', REVISION );\n\n\tparameters = parameters || {};\n\n\tvar _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;\n\n\tvar lightsArray = [];\n\tvar shadowsArray = [];\n\n\tvar currentRenderList = null;\n\n\tvar spritesArray = [];\n\tvar flaresArray = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\tthis.context = null;\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.gammaInput = false;\n\tthis.gammaOutput = false;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = LinearToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\tthis.toneMappingWhitePoint = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tvar _this = this,\n\n\t\t_isContextLost = false,\n\n\t\t// internal state cache\n\n\t\t_currentRenderTarget = null,\n\t\t_currentFramebuffer = null,\n\t\t_currentMaterialId = - 1,\n\t\t_currentGeometryProgram = '',\n\n\t\t_currentCamera = null,\n\t\t_currentArrayCamera = null,\n\n\t\t_currentViewport = new Vector4(),\n\t\t_currentScissor = new Vector4(),\n\t\t_currentScissorTest = null,\n\n\t\t//\n\n\t\t_usedTextureUnits = 0,\n\n\t\t//\n\n\t\t_width = _canvas.width,\n\t\t_height = _canvas.height,\n\n\t\t_pixelRatio = 1,\n\n\t\t_viewport = new Vector4( 0, 0, _width, _height ),\n\t\t_scissor = new Vector4( 0, 0, _width, _height ),\n\t\t_scissorTest = false,\n\n\t\t// frustum\n\n\t\t_frustum = new Frustum(),\n\n\t\t// clipping\n\n\t\t_clipping = new WebGLClipping(),\n\t\t_clippingEnabled = false,\n\t\t_localClippingEnabled = false,\n\n\t\t// camera matrices cache\n\n\t\t_projScreenMatrix = new Matrix4(),\n\n\t\t_vector3 = new Vector3(),\n\n\t\t// info\n\n\t\t_infoMemory = {\n\t\t\tgeometries: 0,\n\t\t\ttextures: 0\n\t\t},\n\n\t\t_infoRender = {\n\n\t\t\tframe: 0,\n\t\t\tcalls: 0,\n\t\t\tvertices: 0,\n\t\t\tfaces: 0,\n\t\t\tpoints: 0\n\n\t\t};\n\n\tthis.info = {\n\n\t\trender: _infoRender,\n\t\tmemory: _infoMemory,\n\t\tprograms: null\n\n\t};\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tvar _gl;\n\n\ttry {\n\n\t\tvar contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer\n\t\t};\n\n\t\t_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tif ( _canvas.getContext( 'webgl' ) !== null ) {\n\n\t\t\t\tthrow 'Error creating WebGL context with your selected attributes.';\n\n\t\t\t} else {\n\n\t\t\t\tthrow 'Error creating WebGL context.';\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\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error );\n\n\t}\n\n\tvar extensions, capabilities, state;\n\tvar properties, textures, attributes, geometries, objects, lights;\n\tvar programCache, renderLists;\n\n\tvar background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\tvar flareRenderer, spriteRenderer;\n\n\tvar utils;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\t\textensions.get( 'WEBGL_depth_texture' );\n\t\textensions.get( 'OES_texture_float' );\n\t\textensions.get( 'OES_texture_float_linear' );\n\t\textensions.get( 'OES_texture_half_float' );\n\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\textensions.get( 'OES_standard_derivatives' );\n\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\tif ( extensions.get( 'OES_element_index_uint' ) ) {\n\n\t\t\tBufferGeometry.MaxIndex = 4294967296;\n\n\t\t}\n\n\t\tutils = new WebGLUtils( _gl, extensions );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tstate = new WebGLState( _gl, extensions, utils );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );\n\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );\n\t\tattributes = new WebGLAttributes( _gl );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, _infoMemory );\n\t\tobjects = new WebGLObjects( geometries, _infoRender );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tprogramCache = new WebGLPrograms( _this, extensions, capabilities );\n\t\tlights = new WebGLLights();\n\t\trenderLists = new WebGLRenderLists();\n\n\t\tbackground = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );\n\n\t\tflareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );\n\t\tspriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );\n\n\t\t_this.info.programs = programCache.programs;\n\n\t\t_this.context = _gl;\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\n\t}\n\n\tinitGLContext();\n\n\t// vr\n\n\tvar vr = new WebVRManager( _this );\n\n\tthis.vr = vr;\n\n\t// shadow map\n\n\tvar shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tvar extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tvar 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 () {\n\n\t\treturn {\n\t\t\twidth: _width,\n\t\t\theight: _height\n\t\t};\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tvar device = vr.getDevice();\n\n\t\tif ( device && device.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 = width * _pixelRatio;\n\t\t_canvas.height = 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 () {\n\n\t\treturn {\n\t\t\twidth: _width * _pixelRatio,\n\t\t\theight: _height * _pixelRatio\n\t\t};\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 = width * pixelRatio;\n\t\t_canvas.height = height * pixelRatio;\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t_viewport.set( x, _height - y - height, width, height );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t_scissor.set( x, _height - y - height, width, height );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = background.getClearColor;\n\tthis.setClearColor = background.setClearColor;\n\tthis.getClearAlpha = background.getClearAlpha;\n\tthis.setClearAlpha = background.setClearAlpha;\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tvar bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;\n\t\tif ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\tif ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;\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\tthis.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\n\t\tvr.dispose();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( event ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tvar material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tvar programInfo = properties.get( material ).program;\n\n\t\tmaterial.program = undefined;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program, material ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program, material );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program, material ) {\n\n\t\tstate.initAttributes();\n\n\t\tvar buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );\n\n\t\t\tif ( ! material.isMeshPhongMaterial &&\n\t\t\t\t! material.isMeshStandardMaterial &&\n\t\t\t\t! material.isMeshNormalMaterial &&\n\t\t\t\tmaterial.flatShading === true ) {\n\n\t\t\t\tfor ( var i = 0, l = object.count * 3; i < l; i += 9 ) {\n\n\t\t\t\t\tvar array = object.normalArray;\n\n\t\t\t\t\tvar nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;\n\t\t\t\t\tvar ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;\n\t\t\t\t\tvar nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;\n\n\t\t\t\t\tarray[ i + 0 ] = nx;\n\t\t\t\t\tarray[ i + 1 ] = ny;\n\t\t\t\t\tarray[ i + 2 ] = nz;\n\n\t\t\t\t\tarray[ i + 3 ] = nx;\n\t\t\t\t\tarray[ i + 4 ] = ny;\n\t\t\t\t\tarray[ i + 5 ] = nz;\n\n\t\t\t\t\tarray[ i + 6 ] = nx;\n\t\t\t\t\tarray[ i + 7 ] = ny;\n\t\t\t\t\tarray[ i + 8 ] = nz;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.normal );\n\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs && material.map ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.uv );\n\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors && material.vertexColors !== NoColors ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.color );\n\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tstate.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( _gl.TRIANGLES, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {\n\n\t\tstate.setMaterial( material );\n\n\t\tvar program = setProgram( camera, fog, material, object );\n\t\tvar geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );\n\n\t\tvar updateBuffers = false;\n\n\t\tif ( geometryProgram !== _currentGeometryProgram ) {\n\n\t\t\t_currentGeometryProgram = geometryProgram;\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( object.morphTargetInfluences ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\t//\n\n\t\tvar index = geometry.index;\n\t\tvar position = geometry.attributes.position;\n\t\tvar 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\tvar attribute;\n\t\tvar 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\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar dataCount = 0;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdataCount = index.count;\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\tdataCount = position.count;\n\n\t\t}\n\n\t\tvar rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tvar rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tvar groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tvar groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tvar drawStart = Math.max( rangeStart, groupStart );\n\t\tvar drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tvar drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t} else {\n\n\t\t\t\tswitch ( object.drawMode ) {\n\n\t\t\t\t\tcase TrianglesDrawMode:\n\t\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase TriangleStripDrawMode:\n\t\t\t\t\t\trenderer.setMode( _gl.TRIANGLE_STRIP );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase TriangleFanDrawMode:\n\t\t\t\t\t\trenderer.setMode( _gl.TRIANGLE_FAN );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tvar 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( _gl.LINES );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t}\n\n\t\tif ( geometry && geometry.isInstancedBufferGeometry ) {\n\n\t\t\tif ( geometry.maxInstancedCount > 0 ) {\n\n\t\t\t\trenderer.renderInstances( geometry, drawStart, drawCount );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\tfunction setupVertexAttributes( material, program, geometry, startIndex ) {\n\n\t\tif ( geometry && geometry.isInstancedBufferGeometry ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.setupVertexAttributes: 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\tif ( startIndex === undefined ) startIndex = 0;\n\n\t\tstate.initAttributes();\n\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tvar materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( var name in programAttributes ) {\n\n\t\t\tvar programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tvar geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tvar normalized = geometryAttribute.normalized;\n\t\t\t\t\tvar size = geometryAttribute.itemSize;\n\n\t\t\t\t\tvar 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\tvar buffer = attribute.buffer;\n\t\t\t\t\tvar type = attribute.type;\n\t\t\t\t\tvar bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tvar data = geometryAttribute.data;\n\t\t\t\t\t\tvar stride = data.stride;\n\t\t\t\t\t\tvar offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry.maxInstancedCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry.maxInstancedCount = 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\tstate.enableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );\n\t\t\t\t\t\t_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry.maxInstancedCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry.maxInstancedCount = 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\tstate.enableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );\n\t\t\t\t\t\t_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tvar 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\t_gl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.disableUnusedAttributes();\n\n\t}\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.isLight ) {\n\n\t\t\t\tlightsArray.push( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tshadowsArray.push( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.material ) {\n\n\t\t\t\tif ( Array.isArray( object.material ) ) {\n\n\t\t\t\t\tfor ( var i = 0; i < object.material.length; i ++ ) {\n\n\t\t\t\t\t\tinitMaterial( object.material[ i ], scene.fog, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tinitMaterial( object.material, scene.fog, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tvar isAnimating = false;\n\tvar onAnimationFrame = null;\n\n\tfunction start() {\n\n\t\tif ( isAnimating ) return;\n\t\t( vr.getDevice() || window ).requestAnimationFrame( loop );\n\t\tisAnimating = true;\n\n\t}\n\n\tfunction loop( time ) {\n\n\t\tif ( onAnimationFrame !== null ) onAnimationFrame( time );\n\t\t( vr.getDevice() || window ).requestAnimationFrame( loop );\n\n\t}\n\n\tthis.animate = function ( callback ) {\n\n\t\tonAnimationFrame = callback;\n\t\tstart();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera, renderTarget, forceClear ) {\n\n\t\tif ( ! ( camera && camera.isCamera ) ) {\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 ) return;\n\n\t\t// reset caching for this frame\n\n\t\t_currentGeometryProgram = '';\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( vr.enabled ) {\n\n\t\t\tcamera = vr.getCamera( camera );\n\n\t\t}\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromMatrix( _projScreenMatrix );\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t\tspritesArray.length = 0;\n\t\tflaresArray.length = 0;\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, _this.sortObjects );\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort();\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled ) _clipping.beginShadows();\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t\tif ( _clippingEnabled ) _clipping.endShadows();\n\n\t\t//\n\n\t\t_infoRender.frame ++;\n\t\t_infoRender.calls = 0;\n\t\t_infoRender.vertices = 0;\n\t\t_infoRender.faces = 0;\n\t\t_infoRender.points = 0;\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\trenderTarget = null;\n\n\t\t}\n\n\t\tthis.setRenderTarget( renderTarget );\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tvar opaqueObjects = currentRenderList.opaque;\n\t\tvar transparentObjects = currentRenderList.transparent;\n\n\t\tif ( scene.overrideMaterial ) {\n\n\t\t\tvar overrideMaterial = scene.overrideMaterial;\n\n\t\t\tif ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );\n\t\t\tif ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );\n\n\t\t} else {\n\n\t\t\t// opaque pass (front-to-back order)\n\n\t\t\tif ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );\n\n\t\t\t// transparent pass (back-to-front order)\n\n\t\t\tif ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );\n\n\t\t}\n\n\t\t// custom renderers\n\n\t\tspriteRenderer.render( spritesArray, scene, camera );\n\t\tflareRenderer.render( flaresArray, scene, camera, _currentViewport );\n\n\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\tif ( renderTarget ) {\n\n\t\t\ttextures.updateRenderTargetMipmap( renderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\tif ( vr.enabled ) {\n\n\t\t\tvr.submitFrame();\n\n\t\t}\n\n\t\t// _gl.finish();\n\n\t};\n\n\t/*\n\t// TODO Duplicated code (Frustum)\n\n\tvar _sphere = new Sphere();\n\n\tfunction isObjectViewable( object ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null )\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere ).\n\t\tapplyMatrix4( object.matrixWorld );\n\n\t\treturn isSphereViewable( _sphere );\n\n\t}\n\n\tfunction isSpriteViewable( sprite ) {\n\n\t\t_sphere.center.set( 0, 0, 0 );\n\t\t_sphere.radius = 0.7071067811865476;\n\t\t_sphere.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn isSphereViewable( _sphere );\n\n\t}\n\n\tfunction isSphereViewable( sphere ) {\n\n\t\tif ( ! _frustum.intersectsSphere( sphere ) ) return false;\n\n\t\tvar numPlanes = _clipping.numPlanes;\n\n\t\tif ( numPlanes === 0 ) return true;\n\n\t\tvar planes = _this.clippingPlanes,\n\n\t\t\tcenter = sphere.center,\n\t\t\tnegRad = - sphere.radius,\n\t\t\ti = 0;\n\n\t\tdo {\n\n\t\t\t// out when deeper than radius in the negative halfspace\n\t\t\tif ( planes[ i ].distanceToPoint( center ) < negRad ) return false;\n\n\t\t} while ( ++ i !== numPlanes );\n\n\t\treturn true;\n\n\t}\n\t*/\n\n\tfunction projectObject( object, camera, sortObjects ) {\n\n\t\tif ( ! object.visible ) return;\n\n\t\tvar visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isLight ) {\n\n\t\t\t\tlightsArray.push( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tshadowsArray.push( 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\tspritesArray.push( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLensFlare ) {\n\n\t\t\t\tflaresArray.push( object );\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\tobject.skeleton.update();\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\tvar geometry = objects.update( object );\n\t\t\t\t\tvar material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tvar groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( var i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tvar group = groups[ i ];\n\t\t\t\t\t\t\tvar 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, _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, _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\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera, overrideMaterial ) {\n\n\t\tfor ( var i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tvar renderItem = renderList[ i ];\n\n\t\t\tvar object = renderItem.object;\n\t\t\tvar geometry = renderItem.geometry;\n\t\t\tvar material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;\n\t\t\tvar group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\t_currentArrayCamera = camera;\n\n\t\t\t\tvar cameras = camera.cameras;\n\n\t\t\t\tfor ( var j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tvar bounds = camera2.bounds;\n\n\t\t\t\t\t\tvar x = bounds.x * _width;\n\t\t\t\t\t\tvar y = bounds.y * _height;\n\t\t\t\t\t\tvar width = bounds.z * _width;\n\t\t\t\t\t\tvar height = bounds.w * _height;\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_currentArrayCamera = null;\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tvar program = setProgram( camera, scene.fog, material, object );\n\n\t\t\t_currentGeometryProgram = '';\n\n\t\t\trenderObjectImmediate( object, program, material );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction initMaterial( material, fog, object ) {\n\n\t\tvar materialProperties = properties.get( material );\n\n\t\tvar parameters = programCache.getParameters(\n\t\t\tmaterial, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );\n\n\t\tvar code = programCache.getProgramCode( material, parameters );\n\n\t\tvar program = materialProperties.program;\n\t\tvar programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.code !== code ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tif ( parameters.shaderID ) {\n\n\t\t\t\tvar shader = ShaderLib[ parameters.shaderID ];\n\n\t\t\t\tmaterialProperties.shader = {\n\t\t\t\t\tname: material.type,\n\t\t\t\t\tuniforms: UniformsUtils.clone( shader.uniforms ),\n\t\t\t\t\tvertexShader: shader.vertexShader,\n\t\t\t\t\tfragmentShader: shader.fragmentShader\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tmaterialProperties.shader = {\n\t\t\t\t\tname: material.type,\n\t\t\t\t\tuniforms: material.uniforms,\n\t\t\t\t\tvertexShader: material.vertexShader,\n\t\t\t\t\tfragmentShader: material.fragmentShader\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tmaterial.onBeforeCompile( materialProperties.shader );\n\n\t\t\tprogram = programCache.acquireProgram( material, materialProperties.shader, parameters, code );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterial.program = program;\n\n\t\t}\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tif ( material.morphTargets ) {\n\n\t\t\tmaterial.numSupportedMorphTargets = 0;\n\n\t\t\tfor ( var i = 0; i < _this.maxMorphTargets; i ++ ) {\n\n\t\t\t\tif ( programAttributes[ 'morphTarget' + i ] >= 0 ) {\n\n\t\t\t\t\tmaterial.numSupportedMorphTargets ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.morphNormals ) {\n\n\t\t\tmaterial.numSupportedMorphNormals = 0;\n\n\t\t\tfor ( var i = 0; i < _this.maxMorphNormals; i ++ ) {\n\n\t\t\t\tif ( programAttributes[ 'morphNormal' + i ] >= 0 ) {\n\n\t\t\t\t\tmaterial.numSupportedMorphNormals ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar uniforms = materialProperties.shader.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = _clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = _clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = _clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.fog = fog;\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.lightsHash = lights.state.hash;\n\n\t\tif ( material.lights ) {\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.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tvar progUniforms = materialProperties.program.getUniforms(),\n\t\t\tuniformsList =\n\t\t\t\tWebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, fog, material, object ) {\n\n\t\t_usedTextureUnits = 0;\n\n\t\tvar materialProperties = properties.get( material );\n\n\t\tif ( _clippingEnabled ) {\n\n\t\t\tif ( _localClippingEnabled || camera !== _currentCamera ) {\n\n\t\t\t\tvar 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\t_clipping.setState(\n\t\t\t\t\tmaterial.clippingPlanes, material.clipIntersection, material.clipShadows,\n\t\t\t\t\tcamera, materialProperties, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.needsUpdate === false ) {\n\n\t\t\tif ( materialProperties.program === undefined ) {\n\n\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {\n\n\t\t\t\tmaterial.needsUpdate = 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\tmaterial.needsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.needsUpdate ) {\n\n\t\t\tinitMaterial( material, fog, object );\n\t\t\tmaterial.needsUpdate = false;\n\n\t\t}\n\n\t\tvar refreshProgram = false;\n\t\tvar refreshMaterial = false;\n\t\tvar refreshLights = false;\n\n\t\tvar program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.shader.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 || camera !== _currentCamera ) {\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\t// Avoid unneeded uniform updates per ArrayCamera's sub-camera\n\n\t\t\tif ( _currentCamera !== ( _currentArrayCamera || camera ) ) {\n\n\t\t\t\t_currentCamera = ( _currentArrayCamera || 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.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tvar 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.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// not sure why, but otherwise weird things happen\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tvar skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tvar bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === undefined ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tvar size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = _Math.nextPowerOfTwo( Math.ceil( size ) );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tvar boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tvar boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );\n\n\t\t\tif ( material.lights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\trefreshUniformsFog( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsLambert( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t\tif ( material.isMeshToonMaterial ) {\n\n\t\t\t\t\trefreshUniformsToon( m_uniforms, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trefreshUniformsPhong( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\t\trefreshUniformsPhysical( m_uniforms, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trefreshUniformsStandard( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsDepth( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsDistance( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsNormal( m_uniforms, material );\n\n\t\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\t\trefreshUniformsLine( m_uniforms, material );\n\n\t\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\t\trefreshUniformsDash( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\t\trefreshUniformsPoints( m_uniforms, material );\n\n\t\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\t\tm_uniforms.color.value = material.color;\n\t\t\t\tm_uniforms.opacity.value = material.opacity;\n\n\t\t\t}\n\n\t\t\t// RectAreaLight Texture\n\t\t\t// TODO (mrdoob): Find a nicer implementation\n\n\t\t\tif ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;\n\t\t\tif ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;\n\n\t\t\tWebGLUniforms.upload(\n\t\t\t\t_gl, materialProperties.uniformsList, m_uniforms, _this );\n\n\t\t}\n\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// Uniforms (refresh uniforms objects)\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 = material.color;\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tif ( material.envMap ) {\n\n\t\t\tuniforms.envMap.value = material.envMap;\n\n\t\t\t// don't flip CubeTexture envMaps, flip everything else:\n\t\t\t// WebGLRenderTargetCube will be flipped for backwards compatibility\n\t\t\t// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture\n\t\t\t// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future\n\t\t\tuniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\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\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. normal map\n\t\t// 4. bump map\n\t\t// 5. alpha map\n\t\t// 6. emissive map\n\n\t\tvar 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}\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\tvar offset = uvScaleMap.offset;\n\t\t\tvar repeat = uvScaleMap.repeat;\n\n\t\t\tuniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value = 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 ) {\n\n\t\tuniforms.diffuse.value = 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\tuniforms.map.value = material.map;\n\n\t\tif ( material.map !== null ) {\n\n\t\t\tvar offset = material.map.offset;\n\t\t\tvar repeat = material.map.repeat;\n\n\t\t\tuniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsFog( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value = fog.color;\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value = material.specular;\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\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\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\trefreshUniformsPhong( 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\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\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\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.envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\tuniforms.clearCoat.value = material.clearCoat;\n\t\tuniforms.clearCoatRoughness.value = material.clearCoatRoughness;\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\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\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\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\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\t// GL state setting\n\n\tthis.setFaceCulling = function ( cullFace, frontFaceDirection ) {\n\n\t\tstate.setCullFace( cullFace );\n\t\tstate.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );\n\n\t};\n\n\t// Textures\n\n\tfunction allocTextureUnit() {\n\n\t\tvar textureUnit = _usedTextureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\t_usedTextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tthis.allocTextureUnit = allocTextureUnit;\n\n\t// this.setTexture2D = setTexture2D;\n\tthis.setTexture2D = ( function () {\n\n\t\tvar warned = false;\n\n\t\t// backwards compatibility: peel texture.texture\n\t\treturn function setTexture2D( texture, slot ) {\n\n\t\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\t\tif ( ! warned ) {\n\n\t\t\t\t\tconsole.warn( \"THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\t\t\twarned = true;\n\n\t\t\t\t}\n\n\t\t\t\ttexture = texture.texture;\n\n\t\t\t}\n\n\t\t\ttextures.setTexture2D( texture, slot );\n\n\t\t};\n\n\t}() );\n\n\tthis.setTexture = ( function () {\n\n\t\tvar warned = false;\n\n\t\treturn function setTexture( texture, slot ) {\n\n\t\t\tif ( ! warned ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead.\" );\n\t\t\t\twarned = true;\n\n\t\t\t}\n\n\t\t\ttextures.setTexture2D( texture, slot );\n\n\t\t};\n\n\t}() );\n\n\tthis.setTextureCube = ( function () {\n\n\t\tvar warned = false;\n\n\t\treturn function setTextureCube( texture, slot ) {\n\n\t\t\t// backwards compatibility: peel texture.texture\n\t\t\tif ( texture && texture.isWebGLRenderTargetCube ) {\n\n\t\t\t\tif ( ! warned ) {\n\n\t\t\t\t\tconsole.warn( \"THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead.\" );\n\t\t\t\t\twarned = true;\n\n\t\t\t\t}\n\n\t\t\t\ttexture = texture.texture;\n\n\t\t\t}\n\n\t\t\t// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture\n\t\t\t// TODO: unify these code paths\n\t\t\tif ( ( texture && texture.isCubeTexture ) ||\n\t\t\t\t( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {\n\n\t\t\t\t// CompressedTexture can have Array in image :/\n\n\t\t\t\t// this function alone should take care of cube textures\n\t\t\t\ttextures.setTextureCube( texture, slot );\n\n\t\t\t} else {\n\n\t\t\t\t// assumed: texture property of THREE.WebGLRenderTargetCube\n\n\t\t\t\ttextures.setTextureCubeDynamic( texture, slot );\n\n\t\t\t}\n\n\t\t};\n\n\t}() );\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tvar framebuffer = null;\n\t\tvar isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tvar __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLRenderTargetCube ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];\n\t\t\t\tisCube = true;\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 );\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tvar textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {\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\tvar framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( framebuffer ) {\n\n\t\t\tvar restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tvar texture = renderTarget.texture;\n\t\t\t\tvar textureFormat = texture.format;\n\t\t\t\tvar textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction FogExp2 ( color, density ) {\n\n\tthis.name = '';\n\n\tthis.color = new Color( color );\n\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nFogExp2.prototype.clone = function () {\n\n\treturn new FogExp2( this.color.getHex(), this.density );\n\n};\n\nFogExp2.prototype.toJSON = function ( meta ) {\n\n\treturn {\n\t\ttype: 'FogExp2',\n\t\tcolor: this.color.getHex(),\n\t\tdensity: this.density\n\t};\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Fog ( color, near, far ) {\n\n\tthis.name = '';\n\n\tthis.color = new Color( color );\n\n\tthis.near = ( near !== undefined ) ? near : 1;\n\tthis.far = ( far !== undefined ) ? far : 1000;\n\n}\n\nFog.prototype.isFog = true;\n\nFog.prototype.clone = function () {\n\n\treturn new Fog( this.color.getHex(), this.near, this.far );\n\n};\n\nFog.prototype.toJSON = function ( meta ) {\n\n\treturn {\n\t\ttype: 'Fog',\n\t\tcolor: this.color.getHex(),\n\t\tnear: this.near,\n\t\tfar: this.far\n\t};\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Scene () {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Scene';\n\n\tthis.background = null;\n\tthis.fog = null;\n\tthis.overrideMaterial = null;\n\n\tthis.autoUpdate = true; // checked by the renderer\n\n}\n\nScene.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Scene,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction LensFlare( texture, size, distance, blending, color ) {\n\n\tObject3D.call( this );\n\n\tthis.lensFlares = [];\n\n\tthis.positionScreen = new Vector3();\n\tthis.customUpdateCallback = undefined;\n\n\tif ( texture !== undefined ) {\n\n\t\tthis.add( texture, size, distance, blending, color );\n\n\t}\n\n}\n\nLensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LensFlare,\n\n\tisLensFlare: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.positionScreen.copy( source.positionScreen );\n\t\tthis.customUpdateCallback = source.customUpdateCallback;\n\n\t\tfor ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {\n\n\t\t\tthis.lensFlares.push( source.lensFlares[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( texture, size, distance, blending, color, opacity ) {\n\n\t\tif ( size === undefined ) size = - 1;\n\t\tif ( distance === undefined ) distance = 0;\n\t\tif ( opacity === undefined ) opacity = 1;\n\t\tif ( color === undefined ) color = new Color( 0xffffff );\n\t\tif ( blending === undefined ) blending = NormalBlending;\n\n\t\tdistance = Math.min( distance, Math.max( 0, distance ) );\n\n\t\tthis.lensFlares.push( {\n\t\t\ttexture: texture,\t// THREE.Texture\n\t\t\tsize: size, \t\t// size in pixels (-1 = use texture.width)\n\t\t\tdistance: distance, \t// distance (0-1) from light source (0=at light source)\n\t\t\tx: 0, y: 0, z: 0,\t// screen position (-1 => 1) z = 0 is in front z = 1 is back\n\t\t\tscale: 1, \t\t// scale\n\t\t\trotation: 0, \t\t// rotation\n\t\t\topacity: opacity,\t// opacity\n\t\t\tcolor: color,\t\t// color\n\t\t\tblending: blending\t// blending\n\t\t} );\n\n\t},\n\n\t/*\n\t * Update lens flares update positions on all flares based on the screen position\n\t * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.\n\t */\n\n\tupdateLensFlares: function () {\n\n\t\tvar f, fl = this.lensFlares.length;\n\t\tvar flare;\n\t\tvar vecX = - this.positionScreen.x * 2;\n\t\tvar vecY = - this.positionScreen.y * 2;\n\n\t\tfor ( f = 0; f < fl; f ++ ) {\n\n\t\t\tflare = this.lensFlares[ f ];\n\n\t\t\tflare.x = this.positionScreen.x + vecX * flare.distance;\n\t\t\tflare.y = this.positionScreen.y + vecY * flare.distance;\n\n\t\t\tflare.wantedRotation = flare.x * Math.PI * 0.25;\n\t\t\tflare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n *\tuvOffset: new THREE.Vector2(),\n *\tuvScale: new THREE.Vector2()\n * }\n */\n\nfunction SpriteMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\tthis.map = null;\n\n\tthis.rotation = 0;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.map = source.map;\n\n\tthis.rotation = source.rotation;\n\n\treturn this;\n\n};\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: ( function () {\n\n\t\tvar intersectPoint = new Vector3();\n\t\tvar worldPosition = new Vector3();\n\t\tvar worldScale = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tworldPosition.setFromMatrixPosition( this.matrixWorld );\n\t\t\traycaster.ray.closestPointToPoint( worldPosition, intersectPoint );\n\n\t\t\tworldScale.setFromMatrixScale( this.matrixWorld );\n\t\t\tvar guessSizeSq = worldScale.x * worldScale.y / 4;\n\n\t\t\tif ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\t\tintersects.push( {\n\n\t\t\t\tdistance: distance,\n\t\t\t\tpoint: intersectPoint.clone(),\n\t\t\t\tface: null,\n\t\t\t\tobject: this\n\n\t\t\t} );\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tvar levels = source.levels;\n\n\t\tfor ( var i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tvar level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance ) {\n\n\t\tif ( distance === undefined ) distance = 0;\n\n\t\tdistance = Math.abs( distance );\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn levels[ i - 1 ].object;\n\n\t},\n\n\traycast: ( function () {\n\n\t\tvar matrixPosition = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tmatrixPosition.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( matrixPosition );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t};\n\n\t}() ),\n\n\tupdate: function () {\n\n\t\tvar v1 = new Vector3();\n\t\tvar v2 = new Vector3();\n\n\t\treturn function update( camera ) {\n\n\t\t\tvar levels = this.levels;\n\n\t\t\tif ( levels.length > 1 ) {\n\n\t\t\t\tv1.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t\tv2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\t\tvar distance = v1.distanceTo( v2 );\n\n\t\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\t\tfor ( var i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t\t} else {\n\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\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.levels = [];\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tvar level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author michael guerrero / http://realitymeltdown.com\n * @author ikerr / http://verold.com\n */\n\nfunction Skeleton( bones, boneInverses ) {\n\n\t// copy the bone array\n\n\tbones = bones || [];\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneMatrices = new Float32Array( this.bones.length * 16 );\n\n\t// use the supplied bone inverses or calculate the inverses\n\n\tif ( boneInverses === undefined ) {\n\n\t\tthis.calculateInverses();\n\n\t} else {\n\n\t\tif ( this.bones.length === boneInverses.length ) {\n\n\t\t\tthis.boneInverses = boneInverses.slice( 0 );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Skeleton boneInverses is the wrong length.' );\n\n\t\t\tthis.boneInverses = [];\n\n\t\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses = [];\n\n\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tvar inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.getInverse( this.bones[ i ].matrixWorld );\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\tvar bone, i, il;\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tbone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.getInverse( this.boneInverses[ i ] );\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 ( i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tbone = 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.getInverse( bone.parent.matrixWorld );\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: ( function () {\n\n\t\tvar offsetMatrix = new Matrix4();\n\t\tvar identityMatrix = new Matrix4();\n\n\t\treturn function update() {\n\n\t\t\tvar bones = this.bones;\n\t\t\tvar boneInverses = this.boneInverses;\n\t\t\tvar boneMatrices = this.boneMatrices;\n\t\t\tvar boneTexture = this.boneTexture;\n\n\t\t\t// flatten bone matrices to array\n\n\t\t\tfor ( var i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t\t// compute the offset between the current and the original transform\n\n\t\t\t\tvar matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;\n\n\t\t\t\toffsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t\toffsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t\t}\n\n\t\t\tif ( boneTexture !== undefined ) {\n\n\t\t\t\tboneTexture.needsUpdate = true;\n\n\t\t\t}\n\n\t\t};\n\n\t} )(),\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n\tvar bones = this.initBones();\n\tvar skeleton = new Skeleton( bones );\n\n\tthis.bind( skeleton, this.matrixWorld );\n\n\tthis.normalizeSkinWeights();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tinitBones: function () {\n\n\t\tvar bones = [], bone, gbone;\n\t\tvar i, il;\n\n\t\tif ( this.geometry && this.geometry.bones !== undefined ) {\n\n\t\t\t// first, create array of 'Bone' objects from geometry data\n\n\t\t\tfor ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {\n\n\t\t\t\tgbone = this.geometry.bones[ i ];\n\n\t\t\t\t// create new 'Bone' object\n\n\t\t\t\tbone = new Bone();\n\t\t\t\tbones.push( bone );\n\n\t\t\t\t// apply values\n\n\t\t\t\tbone.name = gbone.name;\n\t\t\t\tbone.position.fromArray( gbone.pos );\n\t\t\t\tbone.quaternion.fromArray( gbone.rotq );\n\t\t\t\tif ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );\n\n\t\t\t}\n\n\t\t\t// second, create bone hierarchy\n\n\t\t\tfor ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {\n\n\t\t\t\tgbone = this.geometry.bones[ i ];\n\n\t\t\t\tif ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {\n\n\t\t\t\t\t// subsequent bones in the hierarchy\n\n\t\t\t\t\tbones[ gbone.parent ].add( bones[ i ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// topmost bone, immediate child of the skinned mesh\n\n\t\t\t\t\tthis.add( bones[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// now the bones are part of the scene graph and children of the skinned mesh.\n\t\t// let's update the corresponding matrices\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\treturn bones;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.getInverse( bindMatrix );\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tvar scale, i;\n\n\t\tif ( this.geometry && this.geometry.isGeometry ) {\n\n\t\t\tfor ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {\n\n\t\t\t\tvar sw = this.geometry.skinWeights[ i ];\n\n\t\t\t\tscale = 1.0 / sw.lengthManhattan();\n\n\t\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\t\tsw.multiplyScalar( scale );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsw.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( this.geometry && this.geometry.isBufferGeometry ) {\n\n\t\t\tvar vec = new Vector4();\n\n\t\t\tvar skinWeight = this.geometry.attributes.skinWeight;\n\n\t\t\tfor ( i = 0; i < skinWeight.count; i ++ ) {\n\n\t\t\t\tvec.x = skinWeight.getX( i );\n\t\t\t\tvec.y = skinWeight.getY( i );\n\t\t\t\tvec.z = skinWeight.getZ( i );\n\t\t\t\tvec.w = skinWeight.getW( i );\n\n\t\t\t\tscale = 1.0 / vec.lengthManhattan();\n\n\t\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\t\tvec.multiplyScalar( scale );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tvec.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t\t}\n\n\t\t\t\tskinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.matrixWorld );\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.bindMatrix );\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\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Line( geometry, material, mode ) {\n\n\tif ( mode === 1 ) {\n\n\t\tconsole.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );\n\t\treturn new LineSegments( geometry, material );\n\n\t}\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\traycast: ( function () {\n\n\t\tvar inverseMatrix = new Matrix4();\n\t\tvar ray = new Ray();\n\t\tvar sphere = new Sphere();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tvar precision = raycaster.linePrecision;\n\t\t\tvar precisionSq = precision * precision;\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar matrixWorld = this.matrixWorld;\n\n\t\t\t// Checking boundingSphere distance to ray\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere );\n\t\t\tsphere.applyMatrix4( matrixWorld );\n\n\t\t\tif ( raycaster.ray.intersectsSphere( sphere ) === false ) return;\n\n\t\t\t//\n\n\t\t\tinverseMatrix.getInverse( matrixWorld );\n\t\t\tray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );\n\n\t\t\tvar vStart = new Vector3();\n\t\t\tvar vEnd = new Vector3();\n\t\t\tvar interSegment = new Vector3();\n\t\t\tvar interRay = new Vector3();\n\t\t\tvar step = (this && this.isLineSegments) ? 2 : 1;\n\n\t\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t\tvar index = geometry.index;\n\t\t\t\tvar attributes = geometry.attributes;\n\t\t\t\tvar positions = attributes.position.array;\n\n\t\t\t\tif ( index !== null ) {\n\n\t\t\t\t\tvar indices = index.array;\n\n\t\t\t\t\tfor ( var i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\t\tvar a = indices[ i ];\n\t\t\t\t\t\tvar b = indices[ i + 1 ];\n\n\t\t\t\t\t\tvStart.fromArray( positions, a * 3 );\n\t\t\t\t\t\tvEnd.fromArray( positions, b * 3 );\n\n\t\t\t\t\t\tvar distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\t\tif ( distSq > precisionSq ) continue;\n\n\t\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\t\tface: null,\n\t\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\t\tobject: this\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\tfor ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {\n\n\t\t\t\t\t\tvStart.fromArray( positions, 3 * i );\n\t\t\t\t\t\tvEnd.fromArray( positions, 3 * i + 3 );\n\n\t\t\t\t\t\tvar distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\t\tif ( distSq > precisionSq ) continue;\n\n\t\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\t\tface: null,\n\t\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\t\tobject: this\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 ( geometry.isGeometry ) {\n\n\t\t\t\tvar vertices = geometry.vertices;\n\t\t\t\tvar nbVertices = vertices.length;\n\n\t\t\t\tfor ( var i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\t\tvar distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > precisionSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true\n\n} );\n\n/**\n * @author mgreter / http://github.com/mgreter\n */\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n * }\n */\n\nfunction PointsMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Points( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\traycast: ( function () {\n\n\t\tvar inverseMatrix = new Matrix4();\n\t\tvar ray = new Ray();\n\t\tvar sphere = new Sphere();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tvar object = this;\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar matrixWorld = this.matrixWorld;\n\t\t\tvar threshold = raycaster.params.Points.threshold;\n\n\t\t\t// Checking boundingSphere distance to ray\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere );\n\t\t\tsphere.applyMatrix4( matrixWorld );\n\t\t\tsphere.radius += threshold;\n\n\t\t\tif ( raycaster.ray.intersectsSphere( sphere ) === false ) return;\n\n\t\t\t//\n\n\t\t\tinverseMatrix.getInverse( matrixWorld );\n\t\t\tray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );\n\n\t\t\tvar localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\t\tvar localThresholdSq = localThreshold * localThreshold;\n\t\t\tvar position = new Vector3();\n\n\t\t\tfunction testPoint( point, index ) {\n\n\t\t\t\tvar rayPointDistanceSq = ray.distanceSqToPoint( point );\n\n\t\t\t\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\t\t\t\tvar intersectPoint = ray.closestPointToPoint( point );\n\t\t\t\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\t\t\t\tpoint: intersectPoint.clone(),\n\t\t\t\t\t\tindex: index,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tobject: object\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t\tvar index = geometry.index;\n\t\t\t\tvar attributes = geometry.attributes;\n\t\t\t\tvar positions = attributes.position.array;\n\n\t\t\t\tif ( index !== null ) {\n\n\t\t\t\t\tvar indices = index.array;\n\n\t\t\t\t\tfor ( var i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar a = indices[ i ];\n\n\t\t\t\t\t\tposition.fromArray( positions, a * 3 );\n\n\t\t\t\t\t\ttestPoint( position, a );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( var i = 0, l = positions.length / 3; i < l; i ++ ) {\n\n\t\t\t\t\t\tposition.fromArray( positions, i * 3 );\n\n\t\t\t\t\t\ttestPoint( position, 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\tvar vertices = geometry.vertices;\n\n\t\t\t\tfor ( var i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\t\ttestPoint( vertices[ i ], i );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.generateMipmaps = false;\n\n\tvar scope = this;\n\n\tfunction update() {\n\n\t\trequestAnimationFrame( update );\n\n\t\tif ( video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tscope.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tupdate();\n\n}\n\nVideoTexture.prototype = Object.create( Texture.prototype );\nVideoTexture.prototype.constructor = VideoTexture;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\n/**\n * @author Matt DesLauriers / @mattdesl\n * @author atix / arthursilber.de\n */\n\nfunction DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps\t= false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction WireframeGeometry( geometry ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'WireframeGeometry';\n\n\t// buffer\n\n\tvar vertices = [];\n\n\t// helper variables\n\n\tvar i, j, l, o, ol;\n\tvar edge = [ 0, 0 ], edges = {}, e, edge1, edge2;\n\tvar key, keys = [ 'a', 'b', 'c' ];\n\tvar vertex;\n\n\t// different logic for Geometry and BufferGeometry\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\t// create a data structure that contains all edges without duplicates\n\n\t\tvar faces = geometry.faces;\n\n\t\tfor ( i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices\n\n\t\tfor ( key in edges ) {\n\n\t\t\te = edges[ key ];\n\n\t\t\tvertex = geometry.vertices[ e.index1 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\tvar position, indices, groups;\n\t\tvar group, start, count;\n\t\tvar index1, index2;\n\n\t\tvertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tposition = geometry.attributes.position;\n\t\t\tindices = geometry.index;\n\t\t\tgroups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tgroup = groups[ o ];\n\n\t\t\t\tstart = group.start;\n\t\t\t\tcount = group.count;\n\n\t\t\t\tfor ( i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tedge1 = indices.getX( i + j );\n\t\t\t\t\t\tedge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 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}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( key in edges ) {\n\n\t\t\t\te = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tposition = geometry.attributes.position;\n\n\t\t\tfor ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tindex1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tindex2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n}\n\nWireframeGeometry.prototype = Object.create( BufferGeometry.prototype );\nWireframeGeometry.prototype.constructor = WireframeGeometry;\n\n/**\n * @author zz85 / https://github.com/zz85\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout http://prideout.net/blog/?p=44\n */\n\n// ParametricGeometry\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\n// ParametricBufferGeometry\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\tvar EPS = 0.00001;\n\n\tvar normal = new Vector3();\n\n\tvar p0 = new Vector3(), p1 = new Vector3();\n\tvar pu = new Vector3(), pv = new Vector3();\n\n\tvar i, j;\n\n\t// generate vertices, normals and uvs\n\n\tvar sliceCount = slices + 1;\n\n\tfor ( i = 0; i <= stacks; i ++ ) {\n\n\t\tvar v = i / stacks;\n\n\t\tfor ( j = 0; j <= slices; j ++ ) {\n\n\t\t\tvar u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tp0 = func( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tp1 = func( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tp1 = func( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tp1 = func( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tp1 = func( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( j = 0; j < slices; j ++ ) {\n\n\t\t\tvar a = i * sliceCount + j;\n\t\t\tvar b = i * sliceCount + j + 1;\n\t\t\tvar c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tvar d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n/**\n * @author clockworkgeek / https://github.com/clockworkgeek\n * @author timothypratley / https://github.com/timothypratley\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// PolyhedronGeometry\n\nfunction PolyhedronGeometry( vertices, indices, radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'PolyhedronGeometry';\n\n\tthis.parameters = {\n\t\tvertices: vertices,\n\t\tindices: indices,\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nPolyhedronGeometry.prototype = Object.create( Geometry.prototype );\nPolyhedronGeometry.prototype.constructor = PolyhedronGeometry;\n\n// PolyhedronBufferGeometry\n\nfunction PolyhedronBufferGeometry( vertices, indices, radius, detail ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'PolyhedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tvertices: vertices,\n\t\tindices: indices,\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tradius = radius || 1;\n\tdetail = detail || 0;\n\n\t// default buffer data\n\n\tvar vertexBuffer = [];\n\tvar uvBuffer = [];\n\n\t// the subdivision creates the vertex buffer data\n\n\tsubdivide( detail );\n\n\t// all vertices should lie on a conceptual sphere with a given radius\n\n\tappplyRadius( radius );\n\n\t// finally, create the uv data\n\n\tgenerateUVs();\n\n\t// build non-indexed geometry\n\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\tif ( detail === 0 ) {\n\n\t\tthis.computeVertexNormals(); // flat normals\n\n\t} else {\n\n\t\tthis.normalizeNormals(); // smooth normals\n\n\t}\n\n\t// helper functions\n\n\tfunction subdivide( detail ) {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\t\tvar c = new Vector3();\n\n\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\tfor ( var i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t// get the vertices of the face\n\n\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t// perform subdivision\n\n\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t}\n\n\t}\n\n\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\tvar cols = Math.pow( 2, detail );\n\n\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\tvar v = [];\n\n\t\tvar i, j;\n\n\t\t// construct all of the vertices for this subdivision\n\n\t\tfor ( i = 0; i <= cols; i ++ ) {\n\n\t\t\tv[ i ] = [];\n\n\t\t\tvar aj = a.clone().lerp( c, i / cols );\n\t\t\tvar bj = b.clone().lerp( c, i / cols );\n\n\t\t\tvar rows = cols - i;\n\n\t\t\tfor ( j = 0; j <= rows; j ++ ) {\n\n\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// construct all of the faces\n\n\t\tfor ( i = 0; i < cols; i ++ ) {\n\n\t\t\tfor ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\tvar k = Math.floor( j / 2 );\n\n\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction appplyRadius( radius ) {\n\n\t\tvar vertex = new Vector3();\n\n\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\tfor ( var i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t}\n\n\t}\n\n\tfunction generateUVs() {\n\n\t\tvar vertex = new Vector3();\n\n\t\tfor ( var i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\tvar u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\tvar v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t}\n\n\t\tcorrectUVs();\n\n\t\tcorrectSeam();\n\n\t}\n\n\tfunction correctSeam() {\n\n\t\t// handle case when face straddles the seam, see #3269\n\n\t\tfor ( var i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t// uv data of a single face\n\n\t\t\tvar x0 = uvBuffer[ i + 0 ];\n\t\t\tvar x1 = uvBuffer[ i + 2 ];\n\t\t\tvar x2 = uvBuffer[ i + 4 ];\n\n\t\t\tvar max = Math.max( x0, x1, x2 );\n\t\t\tvar min = Math.min( x0, x1, x2 );\n\n\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction pushVertex( vertex ) {\n\n\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t}\n\n\tfunction getVertexByIndex( index, vertex ) {\n\n\t\tvar stride = index * 3;\n\n\t\tvertex.x = vertices[ stride + 0 ];\n\t\tvertex.y = vertices[ stride + 1 ];\n\t\tvertex.z = vertices[ stride + 2 ];\n\n\t}\n\n\tfunction correctUVs() {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\t\tvar c = new Vector3();\n\n\t\tvar centroid = new Vector3();\n\n\t\tvar uvA = new Vector2();\n\t\tvar uvB = new Vector2();\n\t\tvar uvC = new Vector2();\n\n\t\tfor ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\tvar azi = azimuth( centroid );\n\n\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t}\n\n\t}\n\n\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t}\n\n\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t}\n\n\t}\n\n\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\tfunction azimuth( vector ) {\n\n\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t}\n\n\n\t// Angle above the XZ plane.\n\n\tfunction inclination( vector ) {\n\n\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t}\n\n}\n\nPolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nPolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// TetrahedronGeometry\n\nfunction TetrahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TetrahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nTetrahedronGeometry.prototype = Object.create( Geometry.prototype );\nTetrahedronGeometry.prototype.constructor = TetrahedronGeometry;\n\n// TetrahedronBufferGeometry\n\nfunction TetrahedronBufferGeometry( radius, detail ) {\n\n\tvar vertices = [\n\t\t1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1\n\t];\n\n\tvar indices = [\n\t\t2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'TetrahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nTetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nTetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// OctahedronGeometry\n\nfunction OctahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'OctahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nOctahedronGeometry.prototype = Object.create( Geometry.prototype );\nOctahedronGeometry.prototype.constructor = OctahedronGeometry;\n\n// OctahedronBufferGeometry\n\nfunction OctahedronBufferGeometry( radius, detail ) {\n\n\tvar vertices = [\n\t\t1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1\n\t];\n\n\tvar indices = [\n\t\t0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'OctahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nOctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nOctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// IcosahedronGeometry\n\nfunction IcosahedronGeometry( radius, detail ) {\n\n \tGeometry.call( this );\n\n\tthis.type = 'IcosahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nIcosahedronGeometry.prototype = Object.create( Geometry.prototype );\nIcosahedronGeometry.prototype.constructor = IcosahedronGeometry;\n\n// IcosahedronBufferGeometry\n\nfunction IcosahedronBufferGeometry( radius, detail ) {\n\n\tvar t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\tvar vertices = [\n\t\t- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,\n\t\t 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,\n\t\t t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1\n\t];\n\n\tvar indices = [\n\t\t 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,\n\t\t 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,\n\t\t 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,\n\t\t 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'IcosahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nIcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nIcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;\n\n/**\n * @author Abe Pazos / https://hamoid.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// DodecahedronGeometry\n\nfunction DodecahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'DodecahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nDodecahedronGeometry.prototype = Object.create( Geometry.prototype );\nDodecahedronGeometry.prototype.constructor = DodecahedronGeometry;\n\n// DodecahedronBufferGeometry\n\nfunction DodecahedronBufferGeometry( radius, detail ) {\n\n\tvar t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\tvar r = 1 / t;\n\n\tvar vertices = [\n\n\t\t// (±1, ±1, ±1)\n\t\t- 1, - 1, - 1, - 1, - 1, 1,\n\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t 1, - 1, - 1, 1, - 1, 1,\n\t\t 1, 1, - 1, 1, 1, 1,\n\n\t\t// (0, ±1/φ, ±φ)\n\t\t 0, - r, - t, 0, - r, t,\n\t\t 0, r, - t, 0, r, t,\n\n\t\t// (±1/φ, ±φ, 0)\n\t\t- r, - t, 0, - r, t, 0,\n\t\t r, - t, 0, r, t, 0,\n\n\t\t// (±φ, 0, ±1/φ)\n\t\t- t, 0, - r, t, 0, - r,\n\t\t- t, 0, r, t, 0, r\n\t];\n\n\tvar indices = [\n\t\t 3, 11, 7, 3, 7, 15, 3, 15, 13,\n\t\t 7, 19, 17, 7, 17, 6, 7, 6, 15,\n\t\t17, 4, 8, 17, 8, 10, 17, 10, 6,\n\t\t 8, 0, 16, 8, 16, 2, 8, 2, 10,\n\t\t 0, 12, 1, 0, 1, 18, 0, 18, 16,\n\t\t 6, 10, 2, 6, 2, 13, 6, 13, 15,\n\t\t 2, 16, 18, 2, 18, 3, 2, 3, 13,\n\t\t18, 1, 9, 18, 9, 11, 18, 11, 3,\n\t\t 4, 14, 12, 4, 12, 0, 4, 0, 8,\n\t\t11, 9, 5, 11, 5, 19, 11, 19, 7,\n\t\t19, 5, 14, 19, 14, 4, 19, 4, 17,\n\t\t 1, 12, 14, 1, 14, 5, 1, 5, 9\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'DodecahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nDodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nDodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;\n\n/**\n * @author oosmoxiecode / https://github.com/oosmoxiecode\n * @author WestLangley / https://github.com/WestLangley\n * @author zz85 / https://github.com/zz85\n * @author miningold / https://github.com/miningold\n * @author jonobr1 / https://github.com/jonobr1\n * @author Mugen87 / https://github.com/Mugen87\n *\n */\n\n// TubeGeometry\n\nfunction TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TubeGeometry';\n\n\tthis.parameters = {\n\t\tpath: path,\n\t\ttubularSegments: tubularSegments,\n\t\tradius: radius,\n\t\tradialSegments: radialSegments,\n\t\tclosed: closed\n\t};\n\n\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\tvar bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t// expose internals\n\n\tthis.tangents = bufferGeometry.tangents;\n\tthis.normals = bufferGeometry.normals;\n\tthis.binormals = bufferGeometry.binormals;\n\n\t// create geometry\n\n\tthis.fromBufferGeometry( bufferGeometry );\n\tthis.mergeVertices();\n\n}\n\nTubeGeometry.prototype = Object.create( Geometry.prototype );\nTubeGeometry.prototype.constructor = TubeGeometry;\n\n// TubeBufferGeometry\n\nfunction TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TubeBufferGeometry';\n\n\tthis.parameters = {\n\t\tpath: path,\n\t\ttubularSegments: tubularSegments,\n\t\tradius: radius,\n\t\tradialSegments: radialSegments,\n\t\tclosed: closed\n\t};\n\n\ttubularSegments = tubularSegments || 64;\n\tradius = radius || 1;\n\tradialSegments = radialSegments || 8;\n\tclosed = closed || false;\n\n\tvar frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t// expose internals\n\n\tthis.tangents = frames.tangents;\n\tthis.normals = frames.normals;\n\tthis.binormals = frames.binormals;\n\n\t// helper variables\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\tvar uv = new Vector2();\n\n\tvar i, j;\n\n\t// buffer\n\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\tvar indices = [];\n\n\t// create buffer data\n\n\tgenerateBufferData();\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// functions\n\n\tfunction generateBufferData() {\n\n\t\tfor ( i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\tgenerateSegment( i );\n\n\t\t}\n\n\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t// at the regular position on the given path\n\t\t//\n\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t// uvs are generated in a separate function.\n\t\t// this makes it easy compute correct values for closed geometries\n\n\t\tgenerateUVs();\n\n\t\t// finally create faces\n\n\t\tgenerateIndices();\n\n\t}\n\n\tfunction generateSegment( i ) {\n\n\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\tvar P = path.getPointAt( i / tubularSegments );\n\n\t\t// retrieve corresponding normal and binormal\n\n\t\tvar N = frames.normals[ i ];\n\t\tvar B = frames.binormals[ i ];\n\n\t\t// generate normals and vertices for the current segment\n\n\t\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\n\t\t\tvar sin = Math.sin( v );\n\t\t\tvar cos = - Math.cos( v );\n\n\t\t\t// normal\n\n\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\tnormal.normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t}\n\n\tfunction generateIndices() {\n\n\t\tfor ( j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\tvar a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tvar b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tvar c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tvar d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction generateUVs() {\n\n\t\tfor ( i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nTubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTubeBufferGeometry.prototype.constructor = TubeBufferGeometry;\n\n/**\n * @author oosmoxiecode\n * @author Mugen87 / https://github.com/Mugen87\n *\n * based on http://www.blackpawn.com/texts/pqtorus/\n */\n\n// TorusKnotGeometry\n\nfunction TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TorusKnotGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\ttubularSegments: tubularSegments,\n\t\tradialSegments: radialSegments,\n\t\tp: p,\n\t\tq: q\n\t};\n\n\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\tthis.mergeVertices();\n\n}\n\nTorusKnotGeometry.prototype = Object.create( Geometry.prototype );\nTorusKnotGeometry.prototype.constructor = TorusKnotGeometry;\n\n// TorusKnotBufferGeometry\n\nfunction TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TorusKnotBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\ttubularSegments: tubularSegments,\n\t\tradialSegments: radialSegments,\n\t\tp: p,\n\t\tq: q\n\t};\n\n\tradius = radius || 100;\n\ttube = tube || 40;\n\ttubularSegments = Math.floor( tubularSegments ) || 64;\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\tp = p || 2;\n\tq = q || 3;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar i, j;\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\tvar P1 = new Vector3();\n\tvar P2 = new Vector3();\n\n\tvar B = new Vector3();\n\tvar T = new Vector3();\n\tvar N = new Vector3();\n\n\t// generate vertices, normals and uvs\n\n\tfor ( i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\tvar u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t// calculate orthonormal basis\n\n\t\tT.subVectors( P2, P1 );\n\t\tN.addVectors( P2, P1 );\n\t\tB.crossVectors( T, N );\n\t\tN.crossVectors( B, T );\n\n\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\tB.normalize();\n\t\tN.normalize();\n\n\t\tfor ( j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\t\t\tvar cx = - tube * Math.cos( v );\n\t\t\tvar cy = tube * Math.sin( v );\n\n\t\t\t// now calculate the final vertex position.\n\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( i / tubularSegments );\n\t\t\tuvs.push( j / radialSegments );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( j = 1; j <= tubularSegments; j ++ ) {\n\n\t\tfor ( i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t// indices\n\n\t\t\tvar a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\tvar b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\tvar c = ( radialSegments + 1 ) * j + i;\n\t\t\tvar d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// this function calculates the current position on the torus curve\n\n\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\tvar cu = Math.cos( u );\n\t\tvar su = Math.sin( u );\n\t\tvar quOverP = q / p * u;\n\t\tvar cs = Math.cos( quOverP );\n\n\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t}\n\n}\n\nTorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;\n\n/**\n * @author oosmoxiecode\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// TorusGeometry\n\nfunction TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TorusGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\tradialSegments: radialSegments,\n\t\ttubularSegments: tubularSegments,\n\t\tarc: arc\n\t};\n\n\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\tthis.mergeVertices();\n\n}\n\nTorusGeometry.prototype = Object.create( Geometry.prototype );\nTorusGeometry.prototype.constructor = TorusGeometry;\n\n// TorusBufferGeometry\n\nfunction TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TorusBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\tradialSegments: radialSegments,\n\t\ttubularSegments: tubularSegments,\n\t\tarc: arc\n\t};\n\n\tradius = radius || 100;\n\ttube = tube || 40;\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\ttubularSegments = Math.floor( tubularSegments ) || 6;\n\tarc = arc || Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar center = new Vector3();\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\tvar j, i;\n\n\t// generate vertices, normals and uvs\n\n\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\tfor ( i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\tvar u = i / tubularSegments * arc;\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( i / tubularSegments );\n\t\t\tuvs.push( j / radialSegments );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( j = 1; j <= radialSegments; j ++ ) {\n\n\t\tfor ( i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t// indices\n\n\t\t\tvar a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\tvar b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\tvar c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\tvar d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nTorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTorusBufferGeometry.prototype.constructor = TorusBufferGeometry;\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nvar ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tvar n = contour.length;\n\t\tvar a = 0.0;\n\n\t\tfor ( var p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\ttriangulate: ( function () {\n\n\t\t/**\n\t\t * This code is a quick port of code written in C++ which was submitted to\n\t\t * flipcode.com by John W. Ratcliff // July 22, 2000\n\t\t * See original code and more information here:\n\t\t * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml\n\t\t *\n\t\t * ported to actionscript by Zevan Rosser\n\t\t * www.actionsnippet.com\n\t\t *\n\t\t * ported to javascript by Joshua Koo\n\t\t * http://www.lab4games.net/zz85/blog\n\t\t *\n\t\t */\n\n\t\tfunction snip( contour, u, v, w, n, verts ) {\n\n\t\t\tvar p;\n\t\t\tvar ax, ay, bx, by;\n\t\t\tvar cx, cy, px, py;\n\n\t\t\tax = contour[ verts[ u ] ].x;\n\t\t\tay = contour[ verts[ u ] ].y;\n\n\t\t\tbx = contour[ verts[ v ] ].x;\n\t\t\tby = contour[ verts[ v ] ].y;\n\n\t\t\tcx = contour[ verts[ w ] ].x;\n\t\t\tcy = contour[ verts[ w ] ].y;\n\n\t\t\tif ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;\n\n\t\t\tvar aX, aY, bX, bY, cX, cY;\n\t\t\tvar apx, apy, bpx, bpy, cpx, cpy;\n\t\t\tvar cCROSSap, bCROSScp, aCROSSbp;\n\n\t\t\taX = cx - bx; aY = cy - by;\n\t\t\tbX = ax - cx; bY = ay - cy;\n\t\t\tcX = bx - ax; cY = by - ay;\n\n\t\t\tfor ( p = 0; p < n; p ++ ) {\n\n\t\t\t\tpx = contour[ verts[ p ] ].x;\n\t\t\t\tpy = contour[ verts[ p ] ].y;\n\n\t\t\t\tif ( ( ( px === ax ) && ( py === ay ) ) ||\n\t\t\t\t\t ( ( px === bx ) && ( py === by ) ) ||\n\t\t\t\t\t ( ( px === cx ) && ( py === cy ) ) )\tcontinue;\n\n\t\t\t\tapx = px - ax; apy = py - ay;\n\t\t\t\tbpx = px - bx; bpy = py - by;\n\t\t\t\tcpx = px - cx; cpy = py - cy;\n\n\t\t\t\t// see if p is inside triangle abc\n\n\t\t\t\taCROSSbp = aX * bpy - aY * bpx;\n\t\t\t\tcCROSSap = cX * apy - cY * apx;\n\t\t\t\tbCROSScp = bX * cpy - bY * cpx;\n\n\t\t\t\tif ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// takes in an contour array and returns\n\n\t\treturn function triangulate( contour, indices ) {\n\n\t\t\tvar n = contour.length;\n\n\t\t\tif ( n < 3 ) return null;\n\n\t\t\tvar result = [],\n\t\t\t\tverts = [],\n\t\t\t\tvertIndices = [];\n\n\t\t\t/* we want a counter-clockwise polygon in verts */\n\n\t\t\tvar u, v, w;\n\n\t\t\tif ( ShapeUtils.area( contour ) > 0.0 ) {\n\n\t\t\t\tfor ( v = 0; v < n; v ++ ) verts[ v ] = v;\n\n\t\t\t} else {\n\n\t\t\t\tfor ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;\n\n\t\t\t}\n\n\t\t\tvar nv = n;\n\n\t\t\t/* remove nv - 2 vertices, creating 1 triangle every time */\n\n\t\t\tvar count = 2 * nv; /* error detection */\n\n\t\t\tfor ( v = nv - 1; nv > 2; ) {\n\n\t\t\t\t/* if we loop, it is probably a non-simple polygon */\n\n\t\t\t\tif ( ( count -- ) <= 0 ) {\n\n\t\t\t\t\t//** Triangulate: ERROR - probable bad polygon!\n\n\t\t\t\t\t//throw ( \"Warning, unable to triangulate polygon!\" );\n\t\t\t\t\t//return null;\n\t\t\t\t\t// Sometimes warning is fine, especially polygons are triangulated in reverse.\n\t\t\t\t\tconsole.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );\n\n\t\t\t\t\tif ( indices ) return vertIndices;\n\t\t\t\t\treturn result;\n\n\t\t\t\t}\n\n\t\t\t\t/* three consecutive vertices in current polygon, */\n\n\t\t\t\tu = v; \t \tif ( nv <= u ) u = 0; /* previous */\n\t\t\t\tv = u + 1; if ( nv <= v ) v = 0; /* new v */\n\t\t\t\tw = v + 1; if ( nv <= w ) w = 0; /* next */\n\n\t\t\t\tif ( snip( contour, u, v, w, nv, verts ) ) {\n\n\t\t\t\t\tvar a, b, c, s, t;\n\n\t\t\t\t\t/* true names of the vertices */\n\n\t\t\t\t\ta = verts[ u ];\n\t\t\t\t\tb = verts[ v ];\n\t\t\t\t\tc = verts[ w ];\n\n\t\t\t\t\t/* output Triangle */\n\n\t\t\t\t\tresult.push( [ contour[ a ],\n\t\t\t\t\t\tcontour[ b ],\n\t\t\t\t\t\tcontour[ c ] ] );\n\n\n\t\t\t\t\tvertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );\n\n\t\t\t\t\t/* remove v from the remaining polygon */\n\n\t\t\t\t\tfor ( s = v, t = v + 1; t < nv; s ++, t ++ ) {\n\n\t\t\t\t\t\tverts[ s ] = verts[ t ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnv --;\n\n\t\t\t\t\t/* reset error detection counter */\n\n\t\t\t\t\tcount = 2 * nv;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( indices ) return vertIndices;\n\t\t\treturn result;\n\n\t\t};\n\n\t} )(),\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tfunction removeDupEndPts(points) {\n\n\t\t\tvar l = points.length;\n\n\t\t\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\t\tpoints.pop();\n\n\t\t\t}\n\n\t\t}\n\n\t\tremoveDupEndPts( contour );\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfunction point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {\n\n\t\t\t// inOtherPt needs to be collinear to the inSegment\n\t\t\tif ( inSegPt1.x !== inSegPt2.x ) {\n\n\t\t\t\tif ( inSegPt1.x < inSegPt2.x ) {\n\n\t\t\t\t\treturn\t( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn\t( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( inSegPt1.y < inSegPt2.y ) {\n\n\t\t\t\t\treturn\t( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn\t( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {\n\n\t\t\tvar seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;\n\t\t\tvar seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;\n\n\t\t\tvar seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;\n\t\t\tvar seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;\n\n\t\t\tvar limit\t\t= seg1dy * seg2dx - seg1dx * seg2dy;\n\t\t\tvar perpSeg1\t= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;\n\n\t\t\tif ( Math.abs( limit ) > Number.EPSILON ) {\n\n\t\t\t\t// not parallel\n\n\t\t\t\tvar perpSeg2;\n\t\t\t\tif ( limit > 0 ) {\n\n\t\t\t\t\tif ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) \t\treturn [];\n\t\t\t\t\tperpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;\n\t\t\t\t\tif ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) \t\treturn [];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) \t\treturn [];\n\t\t\t\t\tperpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;\n\t\t\t\t\tif ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) \t\treturn [];\n\n\t\t\t\t}\n\n\t\t\t\t// i.e. to reduce rounding errors\n\t\t\t\t// intersection at endpoint of segment#1?\n\t\t\t\tif ( perpSeg2 === 0 ) {\n\n\t\t\t\t\tif ( ( inExcludeAdjacentSegs ) &&\n\t\t\t\t\t\t ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )\t\treturn [];\n\t\t\t\t\treturn [ inSeg1Pt1 ];\n\n\t\t\t\t}\n\t\t\t\tif ( perpSeg2 === limit ) {\n\n\t\t\t\t\tif ( ( inExcludeAdjacentSegs ) &&\n\t\t\t\t\t\t ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )\t\treturn [];\n\t\t\t\t\treturn [ inSeg1Pt2 ];\n\n\t\t\t\t}\n\t\t\t\t// intersection at endpoint of segment#2?\n\t\t\t\tif ( perpSeg1 === 0 )\t\treturn [ inSeg2Pt1 ];\n\t\t\t\tif ( perpSeg1 === limit )\treturn [ inSeg2Pt2 ];\n\n\t\t\t\t// return real intersection point\n\t\t\t\tvar factorSeg1 = perpSeg2 / limit;\n\t\t\t\treturn\t[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,\n\t\t\t\t\t\t\ty: inSeg1Pt1.y + factorSeg1 * seg1dy } ];\n\n\t\t\t} else {\n\n\t\t\t\t// parallel or collinear\n\t\t\t\tif ( ( perpSeg1 !== 0 ) ||\n\t\t\t\t\t ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) \t\t\treturn [];\n\n\t\t\t\t// they are collinear or degenerate\n\t\t\t\tvar seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );\t// segment1 is just a point?\n\t\t\t\tvar seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );\t// segment2 is just a point?\n\t\t\t\t// both segments are points\n\t\t\t\tif ( seg1Pt && seg2Pt ) {\n\n\t\t\t\t\tif ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||\n\t\t\t\t\t\t ( inSeg1Pt1.y !== inSeg2Pt1.y ) )\t\treturn [];\t// they are distinct points\n\t\t\t\t\treturn [ inSeg1Pt1 ]; \t\t\t\t\t\t// they are the same point\n\n\t\t\t\t}\n\t\t\t\t// segment#1 is a single point\n\t\t\t\tif ( seg1Pt ) {\n\n\t\t\t\t\tif ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )\t\treturn [];\t\t// but not in segment#2\n\t\t\t\t\treturn [ inSeg1Pt1 ];\n\n\t\t\t\t}\n\t\t\t\t// segment#2 is a single point\n\t\t\t\tif ( seg2Pt ) {\n\n\t\t\t\t\tif ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )\t\treturn [];\t\t// but not in segment#1\n\t\t\t\t\treturn [ inSeg2Pt1 ];\n\n\t\t\t\t}\n\n\t\t\t\t// they are collinear segments, which might overlap\n\t\t\t\tvar seg1min, seg1max, seg1minVal, seg1maxVal;\n\t\t\t\tvar seg2min, seg2max, seg2minVal, seg2maxVal;\n\t\t\t\tif ( seg1dx !== 0 ) {\n\n\t\t\t\t\t// the segments are NOT on a vertical line\n\t\t\t\t\tif ( inSeg1Pt1.x < inSeg1Pt2.x ) {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;\n\t\t\t\t\t\tseg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;\n\t\t\t\t\t\tseg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( inSeg2Pt1.x < inSeg2Pt2.x ) {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;\n\t\t\t\t\t\tseg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;\n\t\t\t\t\t\tseg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// the segments are on a vertical line\n\t\t\t\t\tif ( inSeg1Pt1.y < inSeg1Pt2.y ) {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;\n\t\t\t\t\t\tseg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;\n\t\t\t\t\t\tseg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( inSeg2Pt1.y < inSeg2Pt2.y ) {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;\n\t\t\t\t\t\tseg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;\n\t\t\t\t\t\tseg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif ( seg1minVal <= seg2minVal ) {\n\n\t\t\t\t\tif ( seg1maxVal < seg2minVal )\treturn [];\n\t\t\t\t\tif ( seg1maxVal === seg2minVal )\t{\n\n\t\t\t\t\t\tif ( inExcludeAdjacentSegs )\t\treturn [];\n\t\t\t\t\t\treturn [ seg2min ];\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( seg1maxVal <= seg2maxVal )\treturn [ seg2min, seg1max ];\n\t\t\t\t\treturn\t[ seg2min, seg2max ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( seg1minVal > seg2maxVal )\treturn [];\n\t\t\t\t\tif ( seg1minVal === seg2maxVal )\t{\n\n\t\t\t\t\t\tif ( inExcludeAdjacentSegs )\t\treturn [];\n\t\t\t\t\t\treturn [ seg1min ];\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( seg1maxVal <= seg2maxVal )\treturn [ seg1min, seg1max ];\n\t\t\t\t\treturn\t[ seg1min, seg2max ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {\n\n\t\t\t// The order of legs is important\n\n\t\t\t// translation of all points, so that Vertex is at (0,0)\n\t\t\tvar legFromPtX\t= inLegFromPt.x - inVertex.x, legFromPtY\t= inLegFromPt.y - inVertex.y;\n\t\t\tvar legToPtX\t= inLegToPt.x\t- inVertex.x, legToPtY\t\t= inLegToPt.y\t- inVertex.y;\n\t\t\tvar otherPtX\t= inOtherPt.x\t- inVertex.x, otherPtY\t\t= inOtherPt.y\t- inVertex.y;\n\n\t\t\t// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.\n\t\t\tvar from2toAngle\t= legFromPtX * legToPtY - legFromPtY * legToPtX;\n\t\t\tvar from2otherAngle\t= legFromPtX * otherPtY - legFromPtY * otherPtX;\n\n\t\t\tif ( Math.abs( from2toAngle ) > Number.EPSILON ) {\n\n\t\t\t\t// angle != 180 deg.\n\n\t\t\t\tvar other2toAngle\t\t= otherPtX * legToPtY - otherPtY * legToPtX;\n\t\t\t\t// console.log( \"from2to: \" + from2toAngle + \", from2other: \" + from2otherAngle + \", other2to: \" + other2toAngle );\n\n\t\t\t\tif ( from2toAngle > 0 ) {\n\n\t\t\t\t\t// main angle < 180 deg.\n\t\t\t\t\treturn\t( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// main angle > 180 deg.\n\t\t\t\t\treturn\t( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// angle == 180 deg.\n\t\t\t\t// console.log( \"from2to: 180 deg., from2other: \" + from2otherAngle );\n\t\t\t\treturn\t( from2otherAngle > 0 );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tfunction removeHoles( contour, holes ) {\n\n\t\t\tvar shape = contour.concat(); // work on this shape\n\t\t\tvar hole;\n\n\t\t\tfunction isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {\n\n\t\t\t\t// Check if hole point lies within angle around shape point\n\t\t\t\tvar lastShapeIdx = shape.length - 1;\n\n\t\t\t\tvar prevShapeIdx = inShapeIdx - 1;\n\t\t\t\tif ( prevShapeIdx < 0 )\t\t\tprevShapeIdx = lastShapeIdx;\n\n\t\t\t\tvar nextShapeIdx = inShapeIdx + 1;\n\t\t\t\tif ( nextShapeIdx > lastShapeIdx )\tnextShapeIdx = 0;\n\n\t\t\t\tvar insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );\n\t\t\t\tif ( ! insideAngle ) {\n\n\t\t\t\t\t// console.log( \"Vertex (Shape): \" + inShapeIdx + \", Point: \" + hole[inHoleIdx].x + \"/\" + hole[inHoleIdx].y );\n\t\t\t\t\treturn\tfalse;\n\n\t\t\t\t}\n\n\t\t\t\t// Check if shape point lies within angle around hole point\n\t\t\t\tvar lastHoleIdx = hole.length - 1;\n\n\t\t\t\tvar prevHoleIdx = inHoleIdx - 1;\n\t\t\t\tif ( prevHoleIdx < 0 )\t\t\tprevHoleIdx = lastHoleIdx;\n\n\t\t\t\tvar nextHoleIdx = inHoleIdx + 1;\n\t\t\t\tif ( nextHoleIdx > lastHoleIdx )\tnextHoleIdx = 0;\n\n\t\t\t\tinsideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );\n\t\t\t\tif ( ! insideAngle ) {\n\n\t\t\t\t\t// console.log( \"Vertex (Hole): \" + inHoleIdx + \", Point: \" + shape[inShapeIdx].x + \"/\" + shape[inShapeIdx].y );\n\t\t\t\t\treturn\tfalse;\n\n\t\t\t\t}\n\n\t\t\t\treturn\ttrue;\n\n\t\t\t}\n\n\t\t\tfunction intersectsShapeEdge( inShapePt, inHolePt ) {\n\n\t\t\t\t// checks for intersections with shape edges\n\t\t\t\tvar sIdx, nextIdx, intersection;\n\t\t\t\tfor ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {\n\n\t\t\t\t\tnextIdx = sIdx + 1; nextIdx %= shape.length;\n\t\t\t\t\tintersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );\n\t\t\t\t\tif ( intersection.length > 0 )\t\treturn\ttrue;\n\n\t\t\t\t}\n\n\t\t\t\treturn\tfalse;\n\n\t\t\t}\n\n\t\t\tvar indepHoles = [];\n\n\t\t\tfunction intersectsHoleEdge( inShapePt, inHolePt ) {\n\n\t\t\t\t// checks for intersections with hole edges\n\t\t\t\tvar ihIdx, chkHole,\n\t\t\t\t\thIdx, nextIdx, intersection;\n\t\t\t\tfor ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {\n\n\t\t\t\t\tchkHole = holes[ indepHoles[ ihIdx ] ];\n\t\t\t\t\tfor ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {\n\n\t\t\t\t\t\tnextIdx = hIdx + 1; nextIdx %= chkHole.length;\n\t\t\t\t\t\tintersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );\n\t\t\t\t\t\tif ( intersection.length > 0 )\t\treturn\ttrue;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\treturn\tfalse;\n\n\t\t\t}\n\n\t\t\tvar holeIndex, shapeIndex,\n\t\t\t\tshapePt, holePt,\n\t\t\t\tholeIdx, cutKey, failedCuts = [],\n\t\t\t\ttmpShape1, tmpShape2,\n\t\t\t\ttmpHole1, tmpHole2;\n\n\t\t\tfor ( var h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tindepHoles.push( h );\n\n\t\t\t}\n\n\t\t\tvar minShapeIndex = 0;\n\t\t\tvar counter = indepHoles.length * 2;\n\t\t\twhile ( indepHoles.length > 0 ) {\n\n\t\t\t\tcounter --;\n\t\t\t\tif ( counter < 0 ) {\n\n\t\t\t\t\tconsole.log( 'THREE.ShapeUtils: Infinite Loop! Holes left:\" + indepHoles.length + \", Probably Hole outside Shape!' );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// search for shape-vertex and hole-vertex,\n\t\t\t\t// which can be connected without intersections\n\t\t\t\tfor ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {\n\n\t\t\t\t\tshapePt = shape[ shapeIndex ];\n\t\t\t\t\tholeIndex\t= - 1;\n\n\t\t\t\t\t// search for hole which can be reached without intersections\n\t\t\t\t\tfor ( var h = 0; h < indepHoles.length; h ++ ) {\n\n\t\t\t\t\t\tholeIdx = indepHoles[ h ];\n\n\t\t\t\t\t\t// prevent multiple checks\n\t\t\t\t\t\tcutKey = shapePt.x + ':' + shapePt.y + ':' + holeIdx;\n\t\t\t\t\t\tif ( failedCuts[ cutKey ] !== undefined )\t\t\tcontinue;\n\n\t\t\t\t\t\thole = holes[ holeIdx ];\n\t\t\t\t\t\tfor ( var h2 = 0; h2 < hole.length; h2 ++ ) {\n\n\t\t\t\t\t\t\tholePt = hole[ h2 ];\n\t\t\t\t\t\t\tif ( ! isCutLineInsideAngles( shapeIndex, h2 ) )\t\tcontinue;\n\t\t\t\t\t\t\tif ( intersectsShapeEdge( shapePt, holePt ) )\t\tcontinue;\n\t\t\t\t\t\t\tif ( intersectsHoleEdge( shapePt, holePt ) )\t\tcontinue;\n\n\t\t\t\t\t\t\tholeIndex = h2;\n\t\t\t\t\t\t\tindepHoles.splice( h, 1 );\n\n\t\t\t\t\t\t\ttmpShape1 = shape.slice( 0, shapeIndex + 1 );\n\t\t\t\t\t\t\ttmpShape2 = shape.slice( shapeIndex );\n\t\t\t\t\t\t\ttmpHole1 = hole.slice( holeIndex );\n\t\t\t\t\t\t\ttmpHole2 = hole.slice( 0, holeIndex + 1 );\n\n\t\t\t\t\t\t\tshape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );\n\n\t\t\t\t\t\t\tminShapeIndex = shapeIndex;\n\n\t\t\t\t\t\t\t// Debug only, to show the selected cuts\n\t\t\t\t\t\t\t// glob_CutLines.push( [ shapePt, holePt ] );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ( holeIndex >= 0 )\tbreak;\t\t// hole-vertex found\n\n\t\t\t\t\t\tfailedCuts[ cutKey ] = true;\t\t\t// remember failure\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( holeIndex >= 0 )\tbreak;\t\t// hole-vertex found\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn shape; \t\t\t/* shape with no holes */\n\n\t\t}\n\n\n\t\tvar i, il, f, face,\n\t\t\tkey, index,\n\t\t\tallPointsMap = {};\n\n\t\t// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.\n\n\t\tvar allpoints = contour.concat();\n\n\t\tfor ( var h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tArray.prototype.push.apply( allpoints, holes[ h ] );\n\n\t\t}\n\n\t\t//console.log( \"allpoints\",allpoints, allpoints.length );\n\n\t\t// prepare all points map\n\n\t\tfor ( i = 0, il = allpoints.length; i < il; i ++ ) {\n\n\t\t\tkey = allpoints[ i ].x + ':' + allpoints[ i ].y;\n\n\t\t\tif ( allPointsMap[ key ] !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ShapeUtils: Duplicate point', key, i );\n\n\t\t\t}\n\n\t\t\tallPointsMap[ key ] = i;\n\n\t\t}\n\n\t\t// remove holes by cutting paths to holes and adding them to the shape\n\t\tvar shapeWithoutHoles = removeHoles( contour, holes );\n\n\t\tvar triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape\n\t\t//console.log( \"triangles\",triangles, triangles.length );\n\n\t\t// check all face vertices against all points map\n\n\t\tfor ( i = 0, il = triangles.length; i < il; i ++ ) {\n\n\t\t\tface = triangles[ i ];\n\n\t\t\tfor ( f = 0; f < 3; f ++ ) {\n\n\t\t\t\tkey = face[ f ].x + ':' + face[ f ].y;\n\n\t\t\t\tindex = allPointsMap[ key ];\n\n\t\t\t\tif ( index !== undefined ) {\n\n\t\t\t\t\tface[ f ] = index;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn triangles.concat();\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * amount: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline is bevel\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n * frames: // containing arrays of tangents, normals, binormals\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n// ExtrudeGeometry\n\nfunction ExtrudeGeometry( shapes, options ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ExtrudeGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\toptions: options\n\t};\n\n\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\tthis.mergeVertices();\n\n}\n\nExtrudeGeometry.prototype = Object.create( Geometry.prototype );\nExtrudeGeometry.prototype.constructor = ExtrudeGeometry;\n\n// ExtrudeBufferGeometry\n\nfunction ExtrudeBufferGeometry( shapes, options ) {\n\n\tif ( typeof ( shapes ) === \"undefined\" ) {\n\n\t\treturn;\n\n\t}\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ExtrudeBufferGeometry';\n\n\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\tthis.addShapeList( shapes, options );\n\n\tthis.computeVertexNormals();\n\n\t// can't really use automatic vertex normals\n\t// as then front and back sides get smoothed too\n\t// should do separate smoothing just for sides\n\n\t//this.computeVertexNormals();\n\n\t//console.log( \"took\", ( Date.now() - startTime ) );\n\n}\n\nExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;\n\nExtrudeBufferGeometry.prototype.getArrays = function () {\n\n\tvar positionAttribute = this.getAttribute( \"position\" );\n\tvar verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : [];\n\n\tvar uvAttribute = this.getAttribute( \"uv\" );\n\tvar uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : [];\n\n\tvar IndexAttribute = this.index;\n\tvar indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : [];\n\n\treturn {\n\t\tposition: verticesArray,\n\t\tuv: uvArray,\n\t\tindex: indicesArray\n\t};\n\n};\n\nExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) {\n\n\tvar sl = shapes.length;\n\toptions.arrays = this.getArrays();\n\n\tfor ( var s = 0; s < sl; s ++ ) {\n\n\t\tvar shape = shapes[ s ];\n\t\tthis.addShape( shape, options );\n\n\t}\n\n\tthis.setIndex( options.arrays.index );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );\n\n};\n\nExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {\n\n\tvar arrays = options.arrays ? options.arrays : this.getArrays();\n\tvar verticesArray = arrays.position;\n\tvar indicesArray = arrays.index;\n\tvar uvArray = arrays.uv;\n\n\tvar placeholder = [];\n\n\n\tvar amount = options.amount !== undefined ? options.amount : 100;\n\n\tvar bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10\n\tvar bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8\n\tvar bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\tvar bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false\n\n\tvar curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\n\tvar steps = options.steps !== undefined ? options.steps : 1;\n\n\tvar extrudePath = options.extrudePath;\n\tvar extrudePts, extrudeByPath = false;\n\n\t// Use default WorldUVGenerator if no UV generators are specified.\n\tvar uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;\n\n\tvar splineTube, binormal, normal, position2;\n\tif ( extrudePath ) {\n\n\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\textrudeByPath = true;\n\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t// SETUP TNB variables\n\n\t\t// TODO1 - have a .isClosed in spline?\n\n\t\tsplineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );\n\n\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\tbinormal = new Vector3();\n\t\tnormal = new Vector3();\n\t\tposition2 = new Vector3();\n\n\t}\n\n\t// Safeguards if bevels are not enabled\n\n\tif ( ! bevelEnabled ) {\n\n\t\tbevelSegments = 0;\n\t\tbevelThickness = 0;\n\t\tbevelSize = 0;\n\n\t}\n\n\t// Variables initialization\n\n\tvar ahole, h, hl; // looping of holes\n\tvar scope = this;\n\n\tvar shapePoints = shape.extractPoints( curveSegments );\n\n\tvar vertices = shapePoints.shape;\n\tvar holes = shapePoints.holes;\n\n\tvar reverse = ! ShapeUtils.isClockWise( vertices );\n\n\tif ( reverse ) {\n\n\t\tvertices = vertices.reverse();\n\n\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\n\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\n\tvar faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t/* Vertices */\n\n\tvar contour = vertices; // vertices has all points but contour has only points of circumference\n\n\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\tahole = holes[ h ];\n\n\t\tvertices = vertices.concat( ahole );\n\n\t}\n\n\n\tfunction scalePt2( pt, vec, size ) {\n\n\t\tif ( ! vec ) console.error( \"THREE.ExtrudeGeometry: vec does not exist\" );\n\n\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t}\n\n\tvar b, bs, t, z,\n\t\tvert, vlen = vertices.length,\n\t\tface, flen = faces.length;\n\n\n\t// Find directions for point movement\n\n\n\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t//\n\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\tvar v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\tvar v_prev_x = inPt.x - inPrev.x,\n\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\tvar v_next_x = inNext.x - inPt.x,\n\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\tvar v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t// check for collinear edges\n\t\tvar collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t// not collinear\n\n\t\t\t// length of vectors for normalizing\n\n\t\t\tvar v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\tvar v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\tvar ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\tvar ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\tvar ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\tvar ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\tvar sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t// vector from inPt to intersection point\n\n\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t// but prevent crazy spikes\n\t\t\tvar v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t} else {\n\n\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// handle special case of collinear edges\n\n\t\t\tvar direction_eq = false; // assumes: opposite\n\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( direction_eq ) {\n\n\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t} else {\n\n\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t}\n\n\n\tvar contourMovements = [];\n\n\tfor ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\tif ( j === il ) j = 0;\n\t\tif ( k === il ) k = 0;\n\n\t\t// (j)---(i)---(k)\n\t\t// console.log('i,j,k', i, j , k)\n\n\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t}\n\n\tvar holesMovements = [],\n\t\toneHoleMovements, verticesMovements = contourMovements.concat();\n\n\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\tahole = holes[ h ];\n\n\t\toneHoleMovements = [];\n\n\t\tfor ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\tif ( j === il ) j = 0;\n\t\t\tif ( k === il ) k = 0;\n\n\t\t\t// (j)---(i)---(k)\n\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t}\n\n\t\tholesMovements.push( oneHoleMovements );\n\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t}\n\n\n\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\tfor ( b = 0; b < bevelSegments; b ++ ) {\n\n\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\tt = b / bevelSegments;\n\t\tz = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\tbs = bevelSize * Math.sin( t * Math.PI / 2 );\n\n\t\t// contract shape\n\n\t\tfor ( i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\tvert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\tv( vert.x, vert.y, - z );\n\n\t\t}\n\n\t\t// expand holes\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\tfor ( i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\tvert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tbs = bevelSize;\n\n\t// Back facing vertices\n\n\tfor ( i = 0; i < vlen; i ++ ) {\n\n\t\tvert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\tif ( ! extrudeByPath ) {\n\n\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t} else {\n\n\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t}\n\n\t}\n\n\t// Add stepped vertices...\n\t// Including front facing vertices\n\n\tvar s;\n\n\tfor ( s = 1; s <= steps; s ++ ) {\n\n\t\tfor ( i = 0; i < vlen; i ++ ) {\n\n\t\t\tvert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\tv( vert.x, vert.y, amount / steps * s );\n\n\t\t\t} else {\n\n\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\n\t// Add bevel segments planes\n\n\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\tfor ( b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\tt = b / bevelSegments;\n\t\tz = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\tbs = bevelSize * Math.sin( t * Math.PI / 2 );\n\n\t\t// contract shape\n\n\t\tfor ( i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\tvert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\tv( vert.x, vert.y, amount + z );\n\n\t\t}\n\n\t\t// expand holes\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\tfor ( i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\tvert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, amount + z );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/* Faces */\n\n\t// Top and bottom faces\n\n\tbuildLidFaces();\n\n\t// Sides faces\n\n\tbuildSideFaces();\n\n\n\t///// Internal functions\n\n\tfunction buildLidFaces() {\n\n\t\tvar start = verticesArray.length/3;\n\n\t\tif ( bevelEnabled ) {\n\n\t\t\tvar layer = 0; // steps + 1\n\t\t\tvar offset = vlen * layer;\n\n\t\t\t// Bottom faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t}\n\n\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\toffset = vlen * layer;\n\n\t\t\t// Top faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Bottom faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t}\n\n\t\t\t// Top faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t}\n\n\t\t}\n\n\t\tscope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0);\n\n\t}\n\n\t// Create faces for the z-sides of the shape\n\n\tfunction buildSideFaces() {\n\n\t\tvar start = verticesArray.length/3;\n\t\tvar layeroffset = 0;\n\t\tsidewalls( contour, layeroffset );\n\t\tlayeroffset += contour.length;\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t//, true\n\t\t\tlayeroffset += ahole.length;\n\n\t\t}\n\n\n\t\tscope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1);\n\n\n\t}\n\n\tfunction sidewalls( contour, layeroffset ) {\n\n\t\tvar j, k;\n\t\ti = contour.length;\n\n\t\twhile ( -- i >= 0 ) {\n\n\t\t\tj = i;\n\t\t\tk = i - 1;\n\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\tvar s = 0,\n\t\t\t\tsl = steps + bevelSegments * 2;\n\n\t\t\tfor ( s = 0; s < sl; s ++ ) {\n\n\t\t\t\tvar slen1 = vlen * s;\n\t\t\t\tvar slen2 = vlen * ( s + 1 );\n\n\t\t\t\tvar a = layeroffset + j + slen1,\n\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\tf4( a, b, c, d, contour, s, sl, j, k );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction v( x, y, z ) {\n\n\t\tplaceholder.push( x );\n\t\tplaceholder.push( y );\n\t\tplaceholder.push( z );\n\n\t}\n\n\n\tfunction f3( a, b, c ) {\n\n\t\taddVertex( a );\n\t\taddVertex( b );\n\t\taddVertex( c );\n\n\t\tvar nextIndex = verticesArray.length / 3;\n\t\tvar uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\taddUV( uvs[ 0 ] );\n\t\taddUV( uvs[ 1 ] );\n\t\taddUV( uvs[ 2 ] );\n\n\t}\n\n\tfunction f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {\n\n\t\taddVertex( a );\n\t\taddVertex( b );\n\t\taddVertex( d );\n\n\t\taddVertex( b );\n\t\taddVertex( c );\n\t\taddVertex( d );\n\n\n\t\tvar nextIndex = verticesArray.length / 3;\n\t\tvar uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\taddUV( uvs[ 0 ] );\n\t\taddUV( uvs[ 1 ] );\n\t\taddUV( uvs[ 3 ] );\n\n\t\taddUV( uvs[ 1 ] );\n\t\taddUV( uvs[ 2 ] );\n\t\taddUV( uvs[ 3 ] );\n\n\t}\n\n\tfunction addVertex( index ) {\n\n\t\tindicesArray.push( verticesArray.length / 3 );\n\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t}\n\n\n\tfunction addUV( vector2 ) {\n\n\t\tuvArray.push( vector2.x );\n\t\tuvArray.push( vector2.y );\n\n\t}\n\n\tif ( ! options.arrays ) {\n\n\t\tthis.setIndex( indicesArray );\n\t\tthis.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );\n\n\t}\n\n};\n\nExtrudeGeometry.WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tvar a_x = vertices[ indexA * 3 ];\n\t\tvar a_y = vertices[ indexA * 3 + 1 ];\n\t\tvar b_x = vertices[ indexB * 3 ];\n\t\tvar b_y = vertices[ indexB * 3 + 1 ];\n\t\tvar c_x = vertices[ indexC * 3 ];\n\t\tvar c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tvar a_x = vertices[ indexA * 3 ];\n\t\tvar a_y = vertices[ indexA * 3 + 1 ];\n\t\tvar a_z = vertices[ indexA * 3 + 2 ];\n\t\tvar b_x = vertices[ indexB * 3 ];\n\t\tvar b_y = vertices[ indexB * 3 + 1 ];\n\t\tvar b_z = vertices[ indexB * 3 + 2 ];\n\t\tvar c_x = vertices[ indexC * 3 ];\n\t\tvar c_y = vertices[ indexC * 3 + 1 ];\n\t\tvar c_z = vertices[ indexC * 3 + 2 ];\n\t\tvar d_x = vertices[ indexD * 3 ];\n\t\tvar d_y = vertices[ indexD * 3 + 1 ];\n\t\tvar d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author alteredq / http://alteredqualia.com/\n *\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: // how far from text outline is bevel\n * }\n */\n\n// TextGeometry\n\nfunction TextGeometry( text, parameters ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TextGeometry';\n\n\tthis.parameters = {\n\t\ttext: text,\n\t\tparameters: parameters\n\t};\n\n\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\tthis.mergeVertices();\n\n}\n\nTextGeometry.prototype = Object.create( Geometry.prototype );\nTextGeometry.prototype.constructor = TextGeometry;\n\n// TextBufferGeometry\n\nfunction TextBufferGeometry( text, parameters ) {\n\n\tparameters = parameters || {};\n\n\tvar font = parameters.font;\n\n\tif ( ! ( font && font.isFont ) ) {\n\n\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\treturn new Geometry();\n\n\t}\n\n\tvar shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );\n\n\t// translate parameters to ExtrudeGeometry API\n\n\tparameters.amount = parameters.height !== undefined ? parameters.height : 50;\n\n\t// defaults\n\n\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\tExtrudeBufferGeometry.call( this, shapes, parameters );\n\n\tthis.type = 'TextBufferGeometry';\n\n}\n\nTextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );\nTextBufferGeometry.prototype.constructor = TextBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// SphereGeometry\n\nfunction SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'SphereGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nSphereGeometry.prototype = Object.create( Geometry.prototype );\nSphereGeometry.prototype.constructor = SphereGeometry;\n\n// SphereBufferGeometry\n\nfunction SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'SphereBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tradius = radius || 50;\n\n\twidthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );\n\theightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );\n\n\tphiStart = phiStart !== undefined ? phiStart : 0;\n\tphiLength = phiLength !== undefined ? phiLength : Math.PI * 2;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI;\n\n\tvar thetaEnd = thetaStart + thetaLength;\n\n\tvar ix, iy;\n\n\tvar index = 0;\n\tvar grid = [];\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// generate vertices, normals and uvs\n\n\tfor ( iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\tvar verticesRow = [];\n\n\t\tvar v = iy / heightSegments;\n\n\t\tfor ( ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\tvar u = ix / widthSegments;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormal.set( vertex.x, vertex.y, vertex.z ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, 1 - v );\n\n\t\t\tverticesRow.push( index ++ );\n\n\t\t}\n\n\t\tgrid.push( verticesRow );\n\n\t}\n\n\t// indices\n\n\tfor ( iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\tfor ( ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\tvar a = grid[ iy ][ ix + 1 ];\n\t\t\tvar b = grid[ iy ][ ix ];\n\t\t\tvar c = grid[ iy + 1 ][ ix ];\n\t\t\tvar d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nSphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nSphereBufferGeometry.prototype.constructor = SphereBufferGeometry;\n\n/**\n * @author Kaleb Murphy\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// RingGeometry\n\nfunction RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'RingGeometry';\n\n\tthis.parameters = {\n\t\tinnerRadius: innerRadius,\n\t\touterRadius: outerRadius,\n\t\tthetaSegments: thetaSegments,\n\t\tphiSegments: phiSegments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nRingGeometry.prototype = Object.create( Geometry.prototype );\nRingGeometry.prototype.constructor = RingGeometry;\n\n// RingBufferGeometry\n\nfunction RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'RingBufferGeometry';\n\n\tthis.parameters = {\n\t\tinnerRadius: innerRadius,\n\t\touterRadius: outerRadius,\n\t\tthetaSegments: thetaSegments,\n\t\tphiSegments: phiSegments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tinnerRadius = innerRadius || 20;\n\touterRadius = outerRadius || 50;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\tthetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;\n\tphiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// some helper variables\n\n\tvar segment;\n\tvar radius = innerRadius;\n\tvar radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\tvar j, i;\n\n\t// generate vertices, normals and uvs\n\n\tfor ( j = 0; j <= phiSegments; j ++ ) {\n\n\t\tfor ( i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\tsegment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uv\n\n\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// increase the radius for next row of vertices\n\n\t\tradius += radiusStep;\n\n\t}\n\n\t// indices\n\n\tfor ( j = 0; j < phiSegments; j ++ ) {\n\n\t\tvar thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\tfor ( i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\tsegment = i + thetaSegmentLevel;\n\n\t\t\tvar a = segment;\n\t\t\tvar b = segment + thetaSegments + 1;\n\t\t\tvar c = segment + thetaSegments + 2;\n\t\t\tvar d = segment + 1;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nRingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nRingBufferGeometry.prototype.constructor = RingBufferGeometry;\n\n/**\n * @author astrodud / http://astrodud.isgreat.org/\n * @author zz85 / https://github.com/zz85\n * @author bhouston / http://clara.io\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// LatheGeometry\n\nfunction LatheGeometry( points, segments, phiStart, phiLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'LatheGeometry';\n\n\tthis.parameters = {\n\t\tpoints: points,\n\t\tsegments: segments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength\n\t};\n\n\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\tthis.mergeVertices();\n\n}\n\nLatheGeometry.prototype = Object.create( Geometry.prototype );\nLatheGeometry.prototype.constructor = LatheGeometry;\n\n// LatheBufferGeometry\n\nfunction LatheBufferGeometry( points, segments, phiStart, phiLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'LatheBufferGeometry';\n\n\tthis.parameters = {\n\t\tpoints: points,\n\t\tsegments: segments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength\n\t};\n\n\tsegments = Math.floor( segments ) || 12;\n\tphiStart = phiStart || 0;\n\tphiLength = phiLength || Math.PI * 2;\n\n\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\tphiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );\n\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar base;\n\tvar inverseSegments = 1.0 / segments;\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\tvar i, j;\n\n\t// generate vertices and uvs\n\n\tfor ( i = 0; i <= segments; i ++ ) {\n\n\t\tvar phi = phiStart + i * inverseSegments * phiLength;\n\n\t\tvar sin = Math.sin( phi );\n\t\tvar cos = Math.cos( phi );\n\n\t\tfor ( j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\tvertex.y = points[ j ].y;\n\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// uv\n\n\t\t\tuv.x = i / segments;\n\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tfor ( i = 0; i < segments; i ++ ) {\n\n\t\tfor ( j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\tbase = j + i * points.length;\n\n\t\t\tvar a = base;\n\t\t\tvar b = base + points.length;\n\t\t\tvar c = base + points.length + 1;\n\t\t\tvar d = base + 1;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// generate normals\n\n\tthis.computeVertexNormals();\n\n\t// if the geometry is closed, we need to average the normals along the seam.\n\t// because the corresponding vertices are identical (but still have different UVs).\n\n\tif ( phiLength === Math.PI * 2 ) {\n\n\t\tvar normals = this.attributes.normal.array;\n\t\tvar n1 = new Vector3();\n\t\tvar n2 = new Vector3();\n\t\tvar n = new Vector3();\n\n\t\t// this is the buffer offset for the last line of vertices\n\n\t\tbase = segments * points.length * 3;\n\n\t\tfor ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t// select the normal of the vertex in the first line\n\n\t\t\tn1.x = normals[ j + 0 ];\n\t\t\tn1.y = normals[ j + 1 ];\n\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t// select the normal of the vertex in the last line\n\n\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t// average normals\n\n\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t// assign the new values to both normals\n\n\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t}\n\n\t}\n\n}\n\nLatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nLatheBufferGeometry.prototype.constructor = LatheBufferGeometry;\n\n/**\n * @author jonobr1 / http://jonobr1.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// ShapeGeometry\n\nfunction ShapeGeometry( shapes, curveSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ShapeGeometry';\n\n\tif ( typeof curveSegments === 'object' ) {\n\n\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\tcurveSegments = curveSegments.curveSegments;\n\n\t}\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\tcurveSegments: curveSegments\n\t};\n\n\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\tthis.mergeVertices();\n\n}\n\nShapeGeometry.prototype = Object.create( Geometry.prototype );\nShapeGeometry.prototype.constructor = ShapeGeometry;\n\n// ShapeBufferGeometry\n\nfunction ShapeBufferGeometry( shapes, curveSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ShapeBufferGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\tcurveSegments: curveSegments\n\t};\n\n\tcurveSegments = curveSegments || 12;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar groupStart = 0;\n\tvar groupCount = 0;\n\n\t// allow single and array values for \"shapes\" parameter\n\n\tif ( Array.isArray( shapes ) === false ) {\n\n\t\taddShape( shapes );\n\n\t} else {\n\n\t\tfor ( var i = 0; i < shapes.length; i ++ ) {\n\n\t\t\taddShape( shapes[ i ] );\n\n\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\tgroupStart += groupCount;\n\t\t\tgroupCount = 0;\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t// helper functions\n\n\tfunction addShape( shape ) {\n\n\t\tvar i, l, shapeHole;\n\n\t\tvar indexOffset = vertices.length / 3;\n\t\tvar points = shape.extractPoints( curveSegments );\n\n\t\tvar shapeVertices = points.shape;\n\t\tvar shapeHoles = points.holes;\n\n\t\t// check direction of vertices\n\n\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t// also check if holes are in the opposite direction\n\n\t\t\tfor ( i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tshapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t// join vertices of inner and outer paths to a single array\n\n\t\tfor ( i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\tshapeHole = shapeHoles[ i ];\n\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t}\n\n\t\t// vertices, normals, uvs\n\n\t\tfor ( i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\tvar vertex = shapeVertices[ i ];\n\n\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\tnormals.push( 0, 0, 1 );\n\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t}\n\n\t\t// incides\n\n\t\tfor ( i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tvar a = face[ 0 ] + indexOffset;\n\t\t\tvar b = face[ 1 ] + indexOffset;\n\t\t\tvar c = face[ 2 ] + indexOffset;\n\n\t\t\tindices.push( a, b, c );\n\t\t\tgroupCount += 3;\n\n\t\t}\n\n\t}\n\n}\n\nShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction EdgesGeometry( geometry, thresholdAngle ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'EdgesGeometry';\n\n\tthis.parameters = {\n\t\tthresholdAngle: thresholdAngle\n\t};\n\n\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t// buffer\n\n\tvar vertices = [];\n\n\t// helper variables\n\n\tvar thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );\n\tvar edge = [ 0, 0 ], edges = {}, edge1, edge2;\n\tvar key, keys = [ 'a', 'b', 'c' ];\n\n\t// prepare source geometry\n\n\tvar geometry2;\n\n\tif ( geometry.isBufferGeometry ) {\n\n\t\tgeometry2 = new Geometry();\n\t\tgeometry2.fromBufferGeometry( geometry );\n\n\t} else {\n\n\t\tgeometry2 = geometry.clone();\n\n\t}\n\n\tgeometry2.mergeVertices();\n\tgeometry2.computeFaceNormals();\n\n\tvar sourceVertices = geometry2.vertices;\n\tvar faces = geometry2.faces;\n\n\t// now create a data structure where each entry represents an edge with its adjoining faces\n\n\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\tvar face = faces[ i ];\n\n\t\tfor ( var j = 0; j < 3; j ++ ) {\n\n\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\tedge[ 0 ] = Math.min( edge1, edge2 );\n\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };\n\n\t\t\t} else {\n\n\t\t\t\tedges[ key ].face2 = i;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// generate vertices\n\n\tfor ( key in edges ) {\n\n\t\tvar e = edges[ key ];\n\n\t\t// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.\n\n\t\tif ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {\n\n\t\t\tvar vertex = sourceVertices[ e.index1 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\tvertex = sourceVertices[ e.index2 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n}\n\nEdgesGeometry.prototype = Object.create( BufferGeometry.prototype );\nEdgesGeometry.prototype.constructor = EdgesGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// CylinderGeometry\n\nfunction CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'CylinderGeometry';\n\n\tthis.parameters = {\n\t\tradiusTop: radiusTop,\n\t\tradiusBottom: radiusBottom,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nCylinderGeometry.prototype = Object.create( Geometry.prototype );\nCylinderGeometry.prototype.constructor = CylinderGeometry;\n\n// CylinderBufferGeometry\n\nfunction CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'CylinderBufferGeometry';\n\n\tthis.parameters = {\n\t\tradiusTop: radiusTop,\n\t\tradiusBottom: radiusBottom,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tvar scope = this;\n\n\tradiusTop = radiusTop !== undefined ? radiusTop : 20;\n\tradiusBottom = radiusBottom !== undefined ? radiusBottom : 20;\n\theight = height !== undefined ? height : 100;\n\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\theightSegments = Math.floor( heightSegments ) || 1;\n\n\topenEnded = openEnded !== undefined ? openEnded : false;\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0.0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar index = 0;\n\tvar indexArray = [];\n\tvar halfHeight = height / 2;\n\tvar groupStart = 0;\n\n\t// generate geometry\n\n\tgenerateTorso();\n\n\tif ( openEnded === false ) {\n\n\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\tfunction generateTorso() {\n\n\t\tvar x, y;\n\t\tvar normal = new Vector3();\n\t\tvar vertex = new Vector3();\n\n\t\tvar groupCount = 0;\n\n\t\t// this will be used to calculate the normal\n\t\tvar slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\tvar indexRow = [];\n\n\t\t\tvar v = y / heightSegments;\n\n\t\t\t// calculate the radius of the current row\n\n\t\t\tvar radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\tfor ( x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tvar u = x / radialSegments;\n\n\t\t\t\tvar theta = u * thetaLength + thetaStart;\n\n\t\t\t\tvar sinTheta = Math.sin( theta );\n\t\t\t\tvar cosTheta = Math.cos( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\t// now save vertices of the row in our index array\n\n\t\t\tindexArray.push( indexRow );\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( x = 0; x < radialSegments; x ++ ) {\n\n\t\t\tfor ( y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\tvar a = indexArray[ y ][ x ];\n\t\t\t\tvar b = indexArray[ y + 1 ][ x ];\n\t\t\t\tvar c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\tvar d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t// update group counter\n\n\t\t\t\tgroupCount += 6;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t}\n\n\tfunction generateCap( top ) {\n\n\t\tvar x, centerIndexStart, centerIndexEnd;\n\n\t\tvar uv = new Vector2();\n\t\tvar vertex = new Vector3();\n\n\t\tvar groupCount = 0;\n\n\t\tvar radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\tvar sign = ( top === true ) ? 1 : - 1;\n\n\t\t// save the index of the first center vertex\n\t\tcenterIndexStart = index;\n\n\t\t// first we generate the center vertex data of the cap.\n\t\t// because the geometry needs one set of uvs per face,\n\t\t// we must generate a center vertex per face/segment\n\n\t\tfor ( x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t// vertex\n\n\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t// increase index\n\n\t\t\tindex ++;\n\n\t\t}\n\n\t\t// save the index of the last center vertex\n\n\t\tcenterIndexEnd = index;\n\n\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\tfor ( x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\tvar u = x / radialSegments;\n\t\t\tvar theta = u * thetaLength + thetaStart;\n\n\t\t\tvar cosTheta = Math.cos( theta );\n\t\t\tvar sinTheta = Math.sin( theta );\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * sinTheta;\n\t\t\tvertex.y = halfHeight * sign;\n\t\t\tvertex.z = radius * cosTheta;\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t// uv\n\n\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t// increase index\n\n\t\t\tindex ++;\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( x = 0; x < radialSegments; x ++ ) {\n\n\t\t\tvar c = centerIndexStart + x;\n\t\t\tvar i = centerIndexEnd + x;\n\n\t\t\tif ( top === true ) {\n\n\t\t\t\t// face top\n\n\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t} else {\n\n\t\t\t\t// face bottom\n\n\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t}\n\n\t\t\tgroupCount += 3;\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t}\n\n}\n\nCylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nCylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;\n\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\n// ConeGeometry\n\nfunction ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tCylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\tthis.type = 'ConeGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n}\n\nConeGeometry.prototype = Object.create( CylinderGeometry.prototype );\nConeGeometry.prototype.constructor = ConeGeometry;\n\n// ConeBufferGeometry\n\nfunction ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tCylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\tthis.type = 'ConeBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n}\n\nConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );\nConeBufferGeometry.prototype.constructor = ConeBufferGeometry;\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n * @author hughes\n */\n\n// CircleGeometry\n\nfunction CircleGeometry( radius, segments, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'CircleGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tsegments: segments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nCircleGeometry.prototype = Object.create( Geometry.prototype );\nCircleGeometry.prototype.constructor = CircleGeometry;\n\n// CircleBufferGeometry\n\nfunction CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'CircleBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tsegments: segments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tradius = radius || 50;\n\tsegments = segments !== undefined ? Math.max( 3, segments ) : 8;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar i, s;\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\n\t// center point\n\n\tvertices.push( 0, 0, 0 );\n\tnormals.push( 0, 0, 1 );\n\tuvs.push( 0.5, 0.5 );\n\n\tfor ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\tvar segment = thetaStart + s / segments * thetaLength;\n\n\t\t// vertex\n\n\t\tvertex.x = radius * Math.cos( segment );\n\t\tvertex.y = radius * Math.sin( segment );\n\n\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t// normal\n\n\t\tnormals.push( 0, 0, 1 );\n\n\t\t// uvs\n\n\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\tuvs.push( uv.x, uv.y );\n\n\t}\n\n\t// indices\n\n\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\tindices.push( i, i + 1, 0 );\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nCircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nCircleBufferGeometry.prototype.constructor = CircleBufferGeometry;\n\n\n\nvar Geometries = Object.freeze({\n\tWireframeGeometry: WireframeGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry\n});\n\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * parameters = {\n * color: ,\n * opacity: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.opacity = 1.0;\n\n\tthis.lights = true;\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 0.5;\n\tthis.metalness = 0.5;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * reflectivity: \n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = { 'PHYSICAL': '' };\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tthis.clearCoat = 0.0;\n\tthis.clearCoatRoughness = 0.0;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'PHYSICAL': '' };\n\n\tthis.reflectivity = source.reflectivity;\n\n\tthis.clearCoat = source.clearCoat;\n\tthis.clearCoatRoughness = source.clearCoatRoughness;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author takahirox / http://github.com/takahirox\n *\n * parameters = {\n * gradientMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshToonMaterial( parameters ) {\n\n\tMeshPhongMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.gradientMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMeshPhongMaterial.prototype.copy.call( this, source );\n\n\tthis.gradientMap = source.gradientMap;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\n\n\nvar Materials = Object.freeze({\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar 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\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tvar scope = this;\n\n\tvar isLoading = false, itemsLoaded = 0, itemsTotal = 0;\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n}\n\nvar DefaultLoadingManager = new LoadingManager();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction FileLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( FileLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\tvar scope = this;\n\n\t\tvar cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tvar dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tvar dataUriRegexResult = url.match( dataUriRegex );\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tvar mimeType = dataUriRegexResult[ 1 ];\n\t\t\tvar isBase64 = !! dataUriRegexResult[ 2 ];\n\t\t\tvar data = dataUriRegexResult[ 3 ];\n\n\t\t\tdata = window.decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = window.atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tvar response;\n\t\t\t\tvar responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t \tresponse = new ArrayBuffer( data.length );\n\n\t\t\t\t\t\tvar view = new Uint8Array( response );\n\n\t\t\t\t\t\tfor ( var i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ response ], { type: mimeType } );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tvar parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick\n\t\t\t\twindow.setTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick\n\t\t\t\twindow.setTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar request = new XMLHttpRequest();\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tvar response = event.target.response;\n\n\t\t\t\tCache.add( url, response );\n\n\t\t\t\tif ( this.status === 200 ) {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else if ( this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( onError ) onError( event );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\tif ( onProgress !== undefined ) {\n\n\t\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\t\tonProgress( event );\n\n\t\t\t\t}, false );\n\n\t\t\t}\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tif ( onError ) onError( event );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( var header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( value ) {\n\n\t\tthis.requestHeader = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t// override in sub classes\n\tthis._parser = null;\n\n}\n\nObject.assign( CompressedTextureLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar images = [];\n\n\t\tvar texture = new CompressedTexture();\n\t\ttexture.image = images;\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tvar texDatas = scope._parser( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 )\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tvar loaded = 0;\n\n\t\t\tfor ( var i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tvar texDatas = scope._parser( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tvar faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( var f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps : [] };\n\n\t\t\t\t\t\tfor ( var i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author Nikos M. / https://github.com/foo123/\n *\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t// override in sub classes\n\tthis._parser = null;\n\n}\n\nObject.assign( DataTextureLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar texture = new DataTexture();\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tvar texData = scope._parser( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( undefined !== texData.image ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( undefined !== texData.data ) {\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 = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;\n\n\t\t\ttexture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;\n\n\t\t\tif ( undefined !== texData.format ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\t\t\tif ( undefined !== texData.type ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( undefined !== texData.mipmaps ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\n\t\t\t}\n\n\t\t\tif ( 1 === texData.mipmapCount ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ImageLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( ImageLoader.prototype, {\n\n\tcrossOrigin: 'Anonymous',\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\tvar scope = this;\n\n\t\tvar 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\tvar image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\timage.addEventListener( 'load', function () {\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}, false );\n\n\t\t/*\n\t\timage.addEventListener( 'progress', function ( event ) {\n\n\t\t\tif ( onProgress ) onProgress( event );\n\n\t\t}, false );\n\t\t*/\n\n\t\timage.addEventListener( 'error', function ( event ) {\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemEnd( url );\n\t\t\tscope.manager.itemError( url );\n\n\t\t}, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( CubeTextureLoader.prototype, {\n\n\tcrossOrigin: 'Anonymous',\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tvar texture = new CubeTexture();\n\n\t\tvar loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tvar loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( var i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction TextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( TextureLoader.prototype, {\n\n\tcrossOrigin: 'Anonymous',\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tvar texture = new Texture();\n\t\ttexture.image = loader.load( url, function () {\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tvar isJPEG = url.search( /\\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Light( color, intensity ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity !== undefined ? intensity : 1;\n\n\tthis.receiveShadow = undefined;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.castShadow = undefined;\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.matrix = new Matrix4();\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\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\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdate: function ( light ) {\n\n\t\tvar camera = this.camera;\n\n\t\tvar fov = _Math.RAD2DEG * 2 * light.angle;\n\t\tvar aspect = this.mapSize.width / this.mapSize.height;\n\t\tvar 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}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\treturn this.intensity * Math.PI;\n\t\t},\n\t\tset: function ( power ) {\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectionalLightShadow( ) {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n\tthis.castShadow = undefined;\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.position.set( 0, 1, 0 );\n\tthis.updateMatrix();\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n\t// TODO (abelnation): distance/decay\n\n\t// TODO (abelnation): update method for RectAreaLight to update transform to lookat target\n\n\t// TODO (abelnation): shadows\n\n}\n\n// TODO (abelnation): RectAreaLight update when light shape is changed\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author tschw\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nvar AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tvar n = times.length;\n\t\tvar result = new Array( n );\n\t\tfor ( var i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tvar nValues = values.length;\n\t\tvar result = new values.constructor( nValues );\n\n\t\tfor ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tvar srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tvar i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tvar value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t}\n\n};\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 * @author tschw\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function( t ) {\n\n\t\tvar pp = this.parameterPositions,\n\t\t\ti1 = this._cachedIndex,\n\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\tvar right;\n\n\t\t\t\tlinear_scan: {\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 ( var giveUpAt = i1 + 2; ;) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tvar 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 ( var giveUpAt = i1 - 2; ;) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tvar mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tvar 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 ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function( i1, t0, t, t1 ) {\n\n\t\tthrow new Error( \"call to abstract method\" );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function( i1, t0, t1 ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n//!\\ DECLARE ALIAS AFTER assign prototype !\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n *\n * @author tschw\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = -0;\n\tthis._offsetPrev = -0;\n\tthis._weightNext = -0;\n\tthis._offsetNext = -0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: \tZeroCurvatureEnding,\n\t\tendingEnd:\t\tZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function( i1, t0, t1 ) {\n\n\t\tvar pp = this.parameterPositions,\n\t\t\tiPrev = 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\tvar halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function( i1, t0, t, t1 ) {\n\n\t\tvar 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\tvar sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tvar s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;\n\t\tvar s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tvar sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( var 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\n/**\n * @author tschw\n */\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function( i1, t0, t, t1 ) {\n\n\t\tvar 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 ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n *\n * @author tschw\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function( i1, t0, t, t1 ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nvar KeyframeTrackPrototype;\n\nKeyframeTrackPrototype = {\n\n\tTimeBufferType: Float32Array,\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant(\n\t\t\t\tthis.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant(\n\t\t\t\tthis.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant(\n\t\t\t\tthis.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tvar 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\tvar message = \"unsupported interpolation for \" +\n\t\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.KeyframeTrackPrototype:', message );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tvar times = this.times;\n\n\t\t\tfor ( var i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tvar times = this.times;\n\n\t\t\tfor ( var i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tvar times = this.times,\n\t\t\tnKeys = times.length,\n\t\t\tfrom = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) ++ from;\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) -- to;\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 ) to = Math.max( to, 1 ), from = to - 1;\n\n\t\t\tvar stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.\n\t\t\t\t\tarraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tvar valid = true;\n\n\t\tvar valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tvar 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.KeyframeTrackPrototype: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tvar prevTime = null;\n\n\t\tfor ( var i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tvar currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: 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.KeyframeTrackPrototype: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( var i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tvar value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\tvar times = this.times,\n\t\t\tvalues = this.values,\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\twriteIndex = 1,\n\t\t\tlastIndex = times.length - 1;\n\n\t\tfor ( var i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tvar keep = false;\n\n\t\t\tvar time = times[ i ];\n\t\t\tvar timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tvar 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 ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvar value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\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 keep = true;\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\tvar readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( var j = 0; j !== stride; ++ j )\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\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 ( var 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++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n};\n\nfunction KeyframeTrackConstructor( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( \"track name is undefined\" );\n\n\tif ( times === undefined || times.length === 0 ) {\n\n\t\tthrow new Error( \"no keyframes in track named \" + name );\n\n\t}\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\tthis.validate();\n\tthis.optimize();\n\n}\n\n/**\n *\n * A Track of vectored keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype =\n\t\tObject.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n *\n * @author tschw\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset = i1 * stride,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tfor ( var end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0,\n\t\t\t\t\tvalues, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * A Track of quaternion keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype =\n\t\tObject.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function( result ) {\n\n\t\treturn new QuaternionLinearInterpolant(\n\t\t\t\tthis.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n *\n * A Track of numeric keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype =\n\t\tObject.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n *\n * A Track that interpolates Strings\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype =\n\t\tObject.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n *\n * A Track of Boolean keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype =\n\t\tObject.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n *\n * A Track of keyframe values that represent color.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype =\n\t\tObject.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n *\n * A timed sequence of keyframes for a specific property.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.apply( this, arguments );\n\n}\n\nKeyframeTrack.prototype = KeyframeTrackPrototype;\nKeyframeTrackPrototype.constructor = KeyframeTrack;\n\n// Static methods:\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tparse: function( json ) {\n\n\t\tif( json.type === undefined ) {\n\n\t\t\tthrow new Error( \"track type undefined, can not parse\" );\n\n\t\t}\n\n\t\tvar trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );\n\n\t\tif ( json.times === undefined ) {\n\n\t\t\tvar times = [], values = [];\n\n\t\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\t\tjson.times = times;\n\t\t\tjson.values = values;\n\n\t\t}\n\n\t\t// derived classes can define a static parse method\n\t\tif ( trackType.parse !== undefined ) {\n\n\t\t\treturn trackType.parse( json );\n\n\t\t} else {\n\n\t\t\t// by default, we assume a constructor compatible with the base\n\t\t\treturn new trackType(\n\t\t\t\t\tjson.name, json.times, json.values, json.interpolation );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function( track ) {\n\n\t\tvar trackType = track.constructor;\n\n\t\tvar json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tvar 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\t_getTrackTypeForValueTypeName: function( typeName ) {\n\n\t\tswitch( typeName.toLowerCase() ) {\n\n\t\t\tcase \"scalar\":\n\t\t\tcase \"double\":\n\t\t\tcase \"float\":\n\t\t\tcase \"number\":\n\t\t\tcase \"integer\":\n\n\t\t\t\treturn NumberKeyframeTrack;\n\n\t\t\tcase \"vector\":\n\t\t\tcase \"vector2\":\n\t\t\tcase \"vector3\":\n\t\t\tcase \"vector4\":\n\n\t\t\t\treturn VectorKeyframeTrack;\n\n\t\t\tcase \"color\":\n\n\t\t\t\treturn ColorKeyframeTrack;\n\n\t\t\tcase \"quaternion\":\n\n\t\t\t\treturn QuaternionKeyframeTrack;\n\n\t\t\tcase \"bool\":\n\t\t\tcase \"boolean\":\n\n\t\t\t\treturn BooleanKeyframeTrack;\n\n\t\t\tcase \"string\":\n\n\t\t\t\treturn StringKeyframeTrack;\n\n\t\t}\n\n\t\tthrow new Error( \"Unsupported typeName: \" + typeName );\n\n\t}\n\n} );\n\n/**\n *\n * Reusable set of Tracks that represent an animation.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nfunction AnimationClip( name, duration, tracks ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = ( duration !== undefined ) ? duration : - 1;\n\n\tthis.uuid = _Math.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n\tthis.optimize();\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tvar tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( json.name, json.duration, tracks );\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tvar tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tvar json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks\n\n\t\t};\n\n\t\tfor ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tvar numMorphTargets = morphTargetSequence.length;\n\t\tvar tracks = [];\n\n\t\tfor ( var i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tvar times = [];\n\t\t\tvar values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\t\ti,\n\t\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tvar order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\t\ttimes, values\n\t\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tvar clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tvar o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( var i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tvar 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\tvar 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 ( var i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tvar morphTarget = morphTargets[ i ];\n\t\t\tvar parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tvar name = parts[ 1 ];\n\n\t\t\t\tvar animationMorphTargets = animationToMorphTargets[ name ];\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\tvar clips = [];\n\n\t\tfor ( var name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar 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\tvar times = [];\n\t\t\t\tvar values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tvar tracks = [];\n\n\t\tvar clipName = animation.name || 'default';\n\t\t// automatic length determination in AnimationClip.\n\t\tvar duration = animation.length || - 1;\n\t\tvar fps = animation.fps || 30;\n\n\t\tvar hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( var h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tvar 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\tvar morphTargetNames = {};\n\n\t\t\t\tfor ( var k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( var 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 ( var morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tvar times = [];\n\t\t\t\t\tvar values = [];\n\n\t\t\t\t\tfor ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tvar animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tvar boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\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\tvar clip = new AnimationClip( clipName, duration, tracks );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tvar tracks = this.tracks, duration = 0;\n\n\t\tfor ( var i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tvar 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},\n\n\ttrim: function () {\n\n\t\tfor ( var 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\toptimize: function () {\n\n\t\tfor ( var 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} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction MaterialLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\tthis.textures = {};\n\n}\n\nObject.assign( MaterialLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tvar material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;\n\t\tif ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;\n\t\tif ( json.uniforms !== undefined ) material.uniforms = json.uniforms;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\n\t\tif ( json.alphaMap !== undefined ) {\n\n\t\t\tmaterial.alphaMap = getTexture( json.alphaMap );\n\t\t\tmaterial.transparent = true;\n\n\t\t}\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tvar normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\treturn material;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferGeometryLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( BufferGeometryLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar geometry = new BufferGeometry();\n\n\t\tvar index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tvar typedArray = new TYPED_ARRAYS[ index.type ]( index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tvar attributes = json.data.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tvar attribute = attributes[ key ];\n\t\t\tvar typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );\n\n\t\t\tgeometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );\n\n\t\t}\n\n\t\tvar groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( var i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tvar group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tvar center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nvar TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Loader() {\n\n\tthis.onLoadStart = function () {};\n\tthis.onLoadProgress = function () {};\n\tthis.onLoadComplete = function () {};\n\n}\n\nLoader.Handlers = {\n\n\thandlers: [],\n\n\tadd: function ( regex, loader ) {\n\n\t\tthis.handlers.push( regex, loader );\n\n\t},\n\n\tget: function ( file ) {\n\n\t\tvar handlers = this.handlers;\n\n\t\tfor ( var i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tvar regex = handlers[ i ];\n\t\t\tvar loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n};\n\nObject.assign( Loader.prototype, {\n\n\tcrossOrigin: undefined,\n\n\textractUrlBase: function ( url ) {\n\n\t\tvar parts = url.split( '/' );\n\n\t\tif ( parts.length === 1 ) return './';\n\n\t\tparts.pop();\n\n\t\treturn parts.join( '/' ) + '/';\n\n\t},\n\n\tinitMaterials: function ( materials, texturePath, crossOrigin ) {\n\n\t\tvar array = [];\n\n\t\tfor ( var i = 0; i < materials.length; ++ i ) {\n\n\t\t\tarray[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );\n\n\t\t}\n\n\t\treturn array;\n\n\t},\n\n\tcreateMaterial: ( function () {\n\n\t\tvar BlendingMode = {\n\t\t\tNoBlending: NoBlending,\n\t\t\tNormalBlending: NormalBlending,\n\t\t\tAdditiveBlending: AdditiveBlending,\n\t\t\tSubtractiveBlending: SubtractiveBlending,\n\t\t\tMultiplyBlending: MultiplyBlending,\n\t\t\tCustomBlending: CustomBlending\n\t\t};\n\n\t\tvar color = new Color();\n\t\tvar textureLoader = new TextureLoader();\n\t\tvar materialLoader = new MaterialLoader();\n\n\t\treturn function createMaterial( m, texturePath, crossOrigin ) {\n\n\t\t\t// convert from old material format\n\n\t\t\tvar textures = {};\n\n\t\t\tfunction loadTexture( path, repeat, offset, wrap, anisotropy ) {\n\n\t\t\t\tvar fullPath = texturePath + path;\n\t\t\t\tvar loader = Loader.Handlers.get( fullPath );\n\n\t\t\t\tvar texture;\n\n\t\t\t\tif ( loader !== null ) {\n\n\t\t\t\t\ttexture = loader.load( fullPath );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttextureLoader.setCrossOrigin( crossOrigin );\n\t\t\t\t\ttexture = textureLoader.load( fullPath );\n\n\t\t\t\t}\n\n\t\t\t\tif ( repeat !== undefined ) {\n\n\t\t\t\t\ttexture.repeat.fromArray( repeat );\n\n\t\t\t\t\tif ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;\n\t\t\t\t\tif ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;\n\n\t\t\t\t}\n\n\t\t\t\tif ( offset !== undefined ) {\n\n\t\t\t\t\ttexture.offset.fromArray( offset );\n\n\t\t\t\t}\n\n\t\t\t\tif ( wrap !== undefined ) {\n\n\t\t\t\t\tif ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;\n\t\t\t\t\tif ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;\n\n\t\t\t\t\tif ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;\n\t\t\t\t\tif ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;\n\n\t\t\t\t}\n\n\t\t\t\tif ( anisotropy !== undefined ) {\n\n\t\t\t\t\ttexture.anisotropy = anisotropy;\n\n\t\t\t\t}\n\n\t\t\t\tvar uuid = _Math.generateUUID();\n\n\t\t\t\ttextures[ uuid ] = texture;\n\n\t\t\t\treturn uuid;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tvar json = {\n\t\t\t\tuuid: _Math.generateUUID(),\n\t\t\t\ttype: 'MeshLambertMaterial'\n\t\t\t};\n\n\t\t\tfor ( var name in m ) {\n\n\t\t\t\tvar value = m[ name ];\n\n\t\t\t\tswitch ( name ) {\n\n\t\t\t\t\tcase 'DbgColor':\n\t\t\t\t\tcase 'DbgIndex':\n\t\t\t\t\tcase 'opticalDensity':\n\t\t\t\t\tcase 'illumination':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'DbgName':\n\t\t\t\t\t\tjson.name = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'blending':\n\t\t\t\t\t\tjson.blending = BlendingMode[ value ];\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorAmbient':\n\t\t\t\t\tcase 'mapAmbient':\n\t\t\t\t\t\tconsole.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorDiffuse':\n\t\t\t\t\t\tjson.color = color.fromArray( value ).getHex();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorSpecular':\n\t\t\t\t\t\tjson.specular = color.fromArray( value ).getHex();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorEmissive':\n\t\t\t\t\t\tjson.emissive = color.fromArray( value ).getHex();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'specularCoef':\n\t\t\t\t\t\tjson.shininess = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'shading':\n\t\t\t\t\t\tif ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';\n\t\t\t\t\t\tif ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';\n\t\t\t\t\t\tif ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapDiffuse':\n\t\t\t\t\t\tjson.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapDiffuseRepeat':\n\t\t\t\t\tcase 'mapDiffuseOffset':\n\t\t\t\t\tcase 'mapDiffuseWrap':\n\t\t\t\t\tcase 'mapDiffuseAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapEmissive':\n\t\t\t\t\t\tjson.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapEmissiveRepeat':\n\t\t\t\t\tcase 'mapEmissiveOffset':\n\t\t\t\t\tcase 'mapEmissiveWrap':\n\t\t\t\t\tcase 'mapEmissiveAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapLight':\n\t\t\t\t\t\tjson.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapLightRepeat':\n\t\t\t\t\tcase 'mapLightOffset':\n\t\t\t\t\tcase 'mapLightWrap':\n\t\t\t\t\tcase 'mapLightAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAO':\n\t\t\t\t\t\tjson.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAORepeat':\n\t\t\t\t\tcase 'mapAOOffset':\n\t\t\t\t\tcase 'mapAOWrap':\n\t\t\t\t\tcase 'mapAOAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapBump':\n\t\t\t\t\t\tjson.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapBumpScale':\n\t\t\t\t\t\tjson.bumpScale = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapBumpRepeat':\n\t\t\t\t\tcase 'mapBumpOffset':\n\t\t\t\t\tcase 'mapBumpWrap':\n\t\t\t\t\tcase 'mapBumpAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapNormal':\n\t\t\t\t\t\tjson.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapNormalFactor':\n\t\t\t\t\t\tjson.normalScale = [ value, value ];\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapNormalRepeat':\n\t\t\t\t\tcase 'mapNormalOffset':\n\t\t\t\t\tcase 'mapNormalWrap':\n\t\t\t\t\tcase 'mapNormalAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapSpecular':\n\t\t\t\t\t\tjson.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapSpecularRepeat':\n\t\t\t\t\tcase 'mapSpecularOffset':\n\t\t\t\t\tcase 'mapSpecularWrap':\n\t\t\t\t\tcase 'mapSpecularAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapMetalness':\n\t\t\t\t\t\tjson.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapMetalnessRepeat':\n\t\t\t\t\tcase 'mapMetalnessOffset':\n\t\t\t\t\tcase 'mapMetalnessWrap':\n\t\t\t\t\tcase 'mapMetalnessAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapRoughness':\n\t\t\t\t\t\tjson.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapRoughnessRepeat':\n\t\t\t\t\tcase 'mapRoughnessOffset':\n\t\t\t\t\tcase 'mapRoughnessWrap':\n\t\t\t\t\tcase 'mapRoughnessAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAlpha':\n\t\t\t\t\t\tjson.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAlphaRepeat':\n\t\t\t\t\tcase 'mapAlphaOffset':\n\t\t\t\t\tcase 'mapAlphaWrap':\n\t\t\t\t\tcase 'mapAlphaAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'flipSided':\n\t\t\t\t\t\tjson.side = BackSide;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'doubleSided':\n\t\t\t\t\t\tjson.side = DoubleSide;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'transparency':\n\t\t\t\t\t\tconsole.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );\n\t\t\t\t\t\tjson.opacity = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'depthTest':\n\t\t\t\t\tcase 'depthWrite':\n\t\t\t\t\tcase 'colorWrite':\n\t\t\t\t\tcase 'opacity':\n\t\t\t\t\tcase 'reflectivity':\n\t\t\t\t\tcase 'transparent':\n\t\t\t\t\tcase 'visible':\n\t\t\t\t\tcase 'wireframe':\n\t\t\t\t\t\tjson[ name ] = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'vertexColors':\n\t\t\t\t\t\tif ( value === true ) json.vertexColors = VertexColors;\n\t\t\t\t\t\tif ( value === 'face' ) json.vertexColors = FaceColors;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.error( 'THREE.Loader.createMaterial: Unsupported', name, value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( json.type === 'MeshBasicMaterial' ) delete json.emissive;\n\t\t\tif ( json.type !== 'MeshPhongMaterial' ) delete json.specular;\n\n\t\t\tif ( json.opacity < 1 ) json.transparent = true;\n\n\t\t\tmaterialLoader.setTextures( textures );\n\n\t\t\treturn materialLoader.parse( json );\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction JSONLoader( manager ) {\n\n\tif ( typeof manager === 'boolean' ) {\n\n\t\tconsole.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );\n\t\tmanager = undefined;\n\n\t}\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.withCredentials = false;\n\n}\n\nObject.assign( JSONLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar texturePath = this.texturePath && ( typeof this.texturePath === \"string\" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json = JSON.parse( text );\n\t\t\tvar metadata = json.metadata;\n\n\t\t\tif ( metadata !== undefined ) {\n\n\t\t\t\tvar type = metadata.type;\n\n\t\t\t\tif ( type !== undefined ) {\n\n\t\t\t\t\tif ( type.toLowerCase() === 'object' ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( type.toLowerCase() === 'scene' ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar object = scope.parse( json, texturePath );\n\t\t\tonLoad( object.geometry, object.materials );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tsetTexturePath: function ( value ) {\n\n\t\tthis.texturePath = value;\n\n\t},\n\n\tparse: ( function () {\n\n\t\tfunction parseModel( json, geometry ) {\n\n\t\t\tfunction isBitSet( value, position ) {\n\n\t\t\t\treturn value & ( 1 << position );\n\n\t\t\t}\n\n\t\t\tvar i, j, fi,\n\n\t\t\t\toffset, zLength,\n\n\t\t\t\tcolorIndex, normalIndex, uvIndex, materialIndex,\n\n\t\t\t\ttype,\n\t\t\t\tisQuad,\n\t\t\t\thasMaterial,\n\t\t\t\thasFaceVertexUv,\n\t\t\t\thasFaceNormal, hasFaceVertexNormal,\n\t\t\t\thasFaceColor, hasFaceVertexColor,\n\n\t\t\t\tvertex, face, faceA, faceB, hex, normal,\n\n\t\t\t\tuvLayer, uv, u, v,\n\n\t\t\t\tfaces = json.faces,\n\t\t\t\tvertices = json.vertices,\n\t\t\t\tnormals = json.normals,\n\t\t\t\tcolors = json.colors,\n\n\t\t\t\tscale = json.scale,\n\n\t\t\t\tnUvLayers = 0;\n\n\n\t\t\tif ( json.uvs !== undefined ) {\n\n\t\t\t\t// disregard empty arrays\n\n\t\t\t\tfor ( i = 0; i < json.uvs.length; i ++ ) {\n\n\t\t\t\t\tif ( json.uvs[ i ].length ) nUvLayers ++;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( i = 0; i < nUvLayers; i ++ ) {\n\n\t\t\t\t\tgeometry.faceVertexUvs[ i ] = [];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\toffset = 0;\n\t\t\tzLength = vertices.length;\n\n\t\t\twhile ( offset < zLength ) {\n\n\t\t\t\tvertex = new Vector3();\n\n\t\t\t\tvertex.x = vertices[ offset ++ ] * scale;\n\t\t\t\tvertex.y = vertices[ offset ++ ] * scale;\n\t\t\t\tvertex.z = vertices[ offset ++ ] * scale;\n\n\t\t\t\tgeometry.vertices.push( vertex );\n\n\t\t\t}\n\n\t\t\toffset = 0;\n\t\t\tzLength = faces.length;\n\n\t\t\twhile ( offset < zLength ) {\n\n\t\t\t\ttype = faces[ offset ++ ];\n\n\t\t\t\tisQuad = isBitSet( type, 0 );\n\t\t\t\thasMaterial = isBitSet( type, 1 );\n\t\t\t\thasFaceVertexUv = isBitSet( type, 3 );\n\t\t\t\thasFaceNormal = isBitSet( type, 4 );\n\t\t\t\thasFaceVertexNormal = isBitSet( type, 5 );\n\t\t\t\thasFaceColor = isBitSet( type, 6 );\n\t\t\t\thasFaceVertexColor = isBitSet( type, 7 );\n\n\t\t\t\t// console.log(\"type\", type, \"bits\", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);\n\n\t\t\t\tif ( isQuad ) {\n\n\t\t\t\t\tfaceA = new Face3();\n\t\t\t\t\tfaceA.a = faces[ offset ];\n\t\t\t\t\tfaceA.b = faces[ offset + 1 ];\n\t\t\t\t\tfaceA.c = faces[ offset + 3 ];\n\n\t\t\t\t\tfaceB = new Face3();\n\t\t\t\t\tfaceB.a = faces[ offset + 1 ];\n\t\t\t\t\tfaceB.b = faces[ offset + 2 ];\n\t\t\t\t\tfaceB.c = faces[ offset + 3 ];\n\n\t\t\t\t\toffset += 4;\n\n\t\t\t\t\tif ( hasMaterial ) {\n\n\t\t\t\t\t\tmaterialIndex = faces[ offset ++ ];\n\t\t\t\t\t\tfaceA.materialIndex = materialIndex;\n\t\t\t\t\t\tfaceB.materialIndex = materialIndex;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// to get face <=> uv index correspondence\n\n\t\t\t\t\tfi = geometry.faces.length;\n\n\t\t\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < nUvLayers; i ++ ) {\n\n\t\t\t\t\t\t\tuvLayer = json.uvs[ i ];\n\n\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi ] = [];\n\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi + 1 ] = [];\n\n\t\t\t\t\t\t\tfor ( j = 0; j < 4; j ++ ) {\n\n\t\t\t\t\t\t\t\tuvIndex = faces[ offset ++ ];\n\n\t\t\t\t\t\t\t\tu = uvLayer[ uvIndex * 2 ];\n\t\t\t\t\t\t\t\tv = uvLayer[ uvIndex * 2 + 1 ];\n\n\t\t\t\t\t\t\t\tuv = new Vector2( u, v );\n\n\t\t\t\t\t\t\t\tif ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );\n\t\t\t\t\t\t\t\tif ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\tfaceA.normal.set(\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tfaceB.normal.copy( faceA.normal );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 4; i ++ ) {\n\n\t\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\t\tnormal = new Vector3(\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t\t);\n\n\n\t\t\t\t\t\t\tif ( i !== 2 ) faceA.vertexNormals.push( normal );\n\t\t\t\t\t\t\tif ( i !== 0 ) faceB.vertexNormals.push( normal );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\thex = colors[ colorIndex ];\n\n\t\t\t\t\t\tfaceA.color.setHex( hex );\n\t\t\t\t\t\tfaceB.color.setHex( hex );\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 4; i ++ ) {\n\n\t\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\t\thex = colors[ colorIndex ];\n\n\t\t\t\t\t\t\tif ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );\n\t\t\t\t\t\t\tif ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgeometry.faces.push( faceA );\n\t\t\t\t\tgeometry.faces.push( faceB );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface = new Face3();\n\t\t\t\t\tface.a = faces[ offset ++ ];\n\t\t\t\t\tface.b = faces[ offset ++ ];\n\t\t\t\t\tface.c = faces[ offset ++ ];\n\n\t\t\t\t\tif ( hasMaterial ) {\n\n\t\t\t\t\t\tmaterialIndex = faces[ offset ++ ];\n\t\t\t\t\t\tface.materialIndex = materialIndex;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// to get face <=> uv index correspondence\n\n\t\t\t\t\tfi = geometry.faces.length;\n\n\t\t\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < nUvLayers; i ++ ) {\n\n\t\t\t\t\t\t\tuvLayer = json.uvs[ i ];\n\n\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi ] = [];\n\n\t\t\t\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\t\tuvIndex = faces[ offset ++ ];\n\n\t\t\t\t\t\t\t\tu = uvLayer[ uvIndex * 2 ];\n\t\t\t\t\t\t\t\tv = uvLayer[ uvIndex * 2 + 1 ];\n\n\t\t\t\t\t\t\t\tuv = new Vector2( u, v );\n\n\t\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi ].push( uv );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\tface.normal.set(\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 3; i ++ ) {\n\n\t\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\t\tnormal = new Vector3(\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\tface.vertexNormals.push( normal );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\tface.color.setHex( colors[ colorIndex ] );\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 3; i ++ ) {\n\n\t\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\t\tface.vertexColors.push( new Color( colors[ colorIndex ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgeometry.faces.push( face );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseSkin( json, geometry ) {\n\n\t\t\tvar influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;\n\n\t\t\tif ( json.skinWeights ) {\n\n\t\t\t\tfor ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {\n\n\t\t\t\t\tvar x = json.skinWeights[ i ];\n\t\t\t\t\tvar y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;\n\t\t\t\t\tvar z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;\n\t\t\t\t\tvar w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;\n\n\t\t\t\t\tgeometry.skinWeights.push( new Vector4( x, y, z, w ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( json.skinIndices ) {\n\n\t\t\t\tfor ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {\n\n\t\t\t\t\tvar a = json.skinIndices[ i ];\n\t\t\t\t\tvar b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;\n\t\t\t\t\tvar c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;\n\t\t\t\t\tvar d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;\n\n\t\t\t\t\tgeometry.skinIndices.push( new Vector4( a, b, c, d ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tgeometry.bones = json.bones;\n\n\t\t\tif ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {\n\n\t\t\t\tconsole.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +\n\t\t\t\t\tgeometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseMorphing( json, geometry ) {\n\n\t\t\tvar scale = json.scale;\n\n\t\t\tif ( json.morphTargets !== undefined ) {\n\n\t\t\t\tfor ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\t\tgeometry.morphTargets[ i ] = {};\n\t\t\t\t\tgeometry.morphTargets[ i ].name = json.morphTargets[ i ].name;\n\t\t\t\t\tgeometry.morphTargets[ i ].vertices = [];\n\n\t\t\t\t\tvar dstVertices = geometry.morphTargets[ i ].vertices;\n\t\t\t\t\tvar srcVertices = json.morphTargets[ i ].vertices;\n\n\t\t\t\t\tfor ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {\n\n\t\t\t\t\t\tvar vertex = new Vector3();\n\t\t\t\t\t\tvertex.x = srcVertices[ v ] * scale;\n\t\t\t\t\t\tvertex.y = srcVertices[ v + 1 ] * scale;\n\t\t\t\t\t\tvertex.z = srcVertices[ v + 2 ] * scale;\n\n\t\t\t\t\t\tdstVertices.push( vertex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( json.morphColors !== undefined && json.morphColors.length > 0 ) {\n\n\t\t\t\tconsole.warn( 'THREE.JSONLoader: \"morphColors\" no longer supported. Using them as face colors.' );\n\n\t\t\t\tvar faces = geometry.faces;\n\t\t\t\tvar morphColors = json.morphColors[ 0 ].colors;\n\n\t\t\t\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\t\tfaces[ i ].color.fromArray( morphColors, i * 3 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseAnimations( json, geometry ) {\n\n\t\t\tvar outputAnimations = [];\n\n\t\t\t// parse old style Bone/Hierarchy animations\n\t\t\tvar animations = [];\n\n\t\t\tif ( json.animation !== undefined ) {\n\n\t\t\t\tanimations.push( json.animation );\n\n\t\t\t}\n\n\t\t\tif ( json.animations !== undefined ) {\n\n\t\t\t\tif ( json.animations.length ) {\n\n\t\t\t\t\tanimations = animations.concat( json.animations );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tanimations.push( json.animations );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( var i = 0; i < animations.length; i ++ ) {\n\n\t\t\t\tvar clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );\n\t\t\t\tif ( clip ) outputAnimations.push( clip );\n\n\t\t\t}\n\n\t\t\t// parse implicit morph animations\n\t\t\tif ( geometry.morphTargets ) {\n\n\t\t\t\t// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.\n\t\t\t\tvar morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );\n\t\t\t\toutputAnimations = outputAnimations.concat( morphAnimationClips );\n\n\t\t\t}\n\n\t\t\tif ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;\n\n\t\t}\n\n\t\treturn function ( json, texturePath ) {\n\n\t\t\tif ( json.data !== undefined ) {\n\n\t\t\t\t// Geometry 4.0 spec\n\t\t\t\tjson = json.data;\n\n\t\t\t}\n\n\t\t\tif ( json.scale !== undefined ) {\n\n\t\t\t\tjson.scale = 1.0 / json.scale;\n\n\t\t\t} else {\n\n\t\t\t\tjson.scale = 1.0;\n\n\t\t\t}\n\n\t\t\tvar geometry = new Geometry();\n\n\t\t\tparseModel( json, geometry );\n\t\t\tparseSkin( json, geometry );\n\t\t\tparseMorphing( json, geometry );\n\t\t\tparseAnimations( json, geometry );\n\n\t\t\tgeometry.computeFaceNormals();\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t\tif ( json.materials === undefined || json.materials.length === 0 ) {\n\n\t\t\t\treturn { geometry: geometry };\n\n\t\t\t} else {\n\n\t\t\t\tvar materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );\n\n\t\t\t\treturn { geometry: geometry, materials: materials };\n\n\t\t\t}\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ObjectLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\tthis.texturePath = '';\n\n}\n\nObject.assign( ObjectLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.texturePath === '' ) {\n\n\t\t\tthis.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );\n\n\t\t}\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url + '. Use THREE.JSONLoader instead.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tsetTexturePath: function ( value ) {\n\n\t\tthis.texturePath = value;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\n\t},\n\n\tparse: function ( json, onLoad ) {\n\n\t\tvar geometries = this.parseGeometries( json.geometries );\n\n\t\tvar images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tvar textures = this.parseTextures( json.textures, images );\n\t\tvar materials = this.parseMaterials( json.materials, textures );\n\n\t\tvar object = this.parseObject( json.object, geometries, materials );\n\n\t\tif ( json.animations ) {\n\n\t\t\tobject.animations = this.parseAnimations( json.animations );\n\n\t\t}\n\n\t\tif ( json.images === undefined || json.images.length === 0 ) {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t},\n\n\tparseGeometries: function ( json ) {\n\n\t\tvar geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tvar geometryLoader = new JSONLoader();\n\t\t\tvar bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar geometry;\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tgeometry = geometryLoader.parse( data, this.texturePath ).geometry;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t},\n\n\tparseMaterials: function ( json, textures ) {\n\n\t\tvar materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tvar loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tvar array = [];\n\n\t\t\t\t\tfor ( var j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tarray.push( loader.parse( data.materials[ j ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tmaterials[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t},\n\n\tparseAnimations: function ( json ) {\n\n\t\tvar animations = [];\n\n\t\tfor ( var i = 0; i < json.length; i ++ ) {\n\n\t\t\tvar clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t},\n\n\tparseImages: function ( json, onLoad ) {\n\n\t\tvar scope = this;\n\t\tvar images = {};\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tvar manager = new LoadingManager( onLoad );\n\n\t\t\tvar loader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar image = json[ i ];\n\t\t\t\tvar path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;\n\n\t\t\t\timages[ image.uuid ] = loadImage( path );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t},\n\n\tparseTextures: function ( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof( value ) === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tvar textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tvar texture = new Texture( images[ data.image ] );\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t},\n\n\tparseObject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function parseObject( data, geometries, materials ) {\n\n\t\t\tvar object;\n\n\t\t\tfunction getGeometry( name ) {\n\n\t\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t\t}\n\n\t\t\t\treturn geometries[ name ];\n\n\t\t\t}\n\n\t\t\tfunction getMaterial( name ) {\n\n\t\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\t\tvar array = [];\n\n\t\t\t\t\tfor ( var i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tvar uuid = name[ i ];\n\n\t\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn array;\n\n\t\t\t\t}\n\n\t\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t\t}\n\n\t\t\t\treturn materials[ name ];\n\n\t\t\t}\n\n\t\t\tswitch ( data.type ) {\n\n\t\t\t\tcase 'Scene':\n\n\t\t\t\t\tobject = new Scene();\n\n\t\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\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 'PerspectiveCamera':\n\n\t\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'AmbientLight':\n\n\t\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'DirectionalLight':\n\n\t\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\n\t\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\n\t\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\n\t\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\n\t\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );\n\n\t\t\t\tcase 'Mesh':\n\n\t\t\t\t\tvar geometry = getGeometry( data.geometry );\n\t\t\t\t\tvar material = getMaterial( data.material );\n\n\t\t\t\t\tif ( geometry.bones && geometry.bones.length > 0 ) {\n\n\t\t\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'LOD':\n\n\t\t\t\t\tobject = new LOD();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Line':\n\n\t\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'LineLoop':\n\n\t\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'LineSegments':\n\n\t\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointCloud':\n\t\t\t\tcase 'Points':\n\n\t\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Sprite':\n\n\t\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Group':\n\n\t\t\t\t\tobject = new Group();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tobject = new Object3D();\n\n\t\t\t}\n\n\t\t\tobject.uuid = data.uuid;\n\n\t\t\tif ( data.name !== undefined ) object.name = data.name;\n\t\t\tif ( data.matrix !== undefined ) {\n\n\t\t\t\tmatrix.fromArray( data.matrix );\n\t\t\t\tmatrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t\t} else {\n\n\t\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t\t}\n\n\t\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\t\tif ( data.shadow ) {\n\n\t\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t\t}\n\n\t\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\n\t\t\tif ( data.children !== undefined ) {\n\n\t\t\t\tvar children = data.children;\n\n\t\t\t\tfor ( var i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( data.type === 'LOD' ) {\n\n\t\t\t\tvar levels = data.levels;\n\n\t\t\t\tfor ( var l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\t\tvar level = levels[ l ];\n\t\t\t\t\tvar child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn object;\n\n\t\t};\n\n\t}()\n\n} );\n\nvar TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tSphericalReflectionMapping: SphericalReflectionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nvar TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nvar TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipMapNearestFilter: NearestMipMapNearestFilter,\n\tNearestMipMapLinearFilter: NearestMipMapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipMapNearestFilter: LinearMipMapNearestFilter,\n\tLinearMipMapLinearFilter: LinearMipMapLinearFilter\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tvar v0 = ( p2 - p0 ) * 0.5;\n\tvar v1 = ( p3 - p1 ) * 0.5;\n\tvar t2 = t * t;\n\tvar t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tvar k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tvar k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tvar k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Extensible curve object\n *\n * Some common of curve methods:\n * .getPoint(t), getTangent(t)\n * .getPointAt(u), getTangentAt(u)\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\n/**************************************************************\n *\tAbstract Curve base class\n **************************************************************/\n\nfunction Curve() {\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u ) {\n\n\t\tvar t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tvar points = [];\n\n\t\tfor ( var d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tvar points = [];\n\n\t\tfor ( var d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tvar lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tvar cache = [];\n\t\tvar current, last = this.getPoint( 0 );\n\t\tvar p, sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tvar arcLengths = this.getLengths();\n\n\t\tvar i = 0, il = arcLengths.length;\n\n\t\tvar targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tvar low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tvar lengthBefore = arcLengths[ i ];\n\t\tvar lengthAfter = arcLengths[ i + 1 ];\n\n\t\tvar segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tvar segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tvar t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t ) {\n\n\t\tvar delta = 0.0001;\n\t\tvar t1 = t - delta;\n\t\tvar t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tvar pt1 = this.getPoint( t1 );\n\t\tvar pt2 = this.getPoint( t2 );\n\n\t\tvar vec = pt2.clone().sub( pt1 );\n\t\treturn vec.normalize();\n\n\t},\n\n\tgetTangentAt: function ( u ) {\n\n\t\tvar t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tvar normal = new Vector3();\n\n\t\tvar tangents = [];\n\t\tvar normals = [];\n\t\tvar binormals = [];\n\n\t\tvar vec = new Vector3();\n\t\tvar mat = new Matrix4();\n\n\t\tvar i, u, theta;\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( i = 0; i <= segments; i ++ ) {\n\n\t\t\tu = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tvar min = Number.MAX_VALUE;\n\t\tvar tx = Math.abs( tangents[ 0 ].x );\n\t\tvar ty = Math.abs( tangents[ 0 ].y );\n\t\tvar tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\ttheta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\ttheta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n} );\n\nfunction LineCurve( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t ) {\n\n\tif ( t === 1 ) {\n\n\t\treturn this.v2.clone();\n\n\t}\n\n\tvar point = this.v2.clone().sub( this.v1 );\n\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u ) {\n\n\treturn this.getPoint( u );\n\n};\n\nLineCurve.prototype.getTangent = function ( t ) {\n\n\tvar tangent = this.v2.clone().sub( this.v1 );\n\n\treturn tangent.normalize();\n\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n **/\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.curves = [];\n\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tvar startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tvar endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tvar d = t * this.getLength();\n\t\tvar curveLengths = this.getCurveLengths();\n\t\tvar i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tvar diff = curveLengths[ i ] - d;\n\t\t\t\tvar curve = this.curves[ i ];\n\n\t\t\t\tvar segmentLength = curve.getLength();\n\t\t\t\tvar u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t/**************************************************************\n\t *\tCreate Geometries Helpers\n\t **************************************************************/\n\n\t/// Generate geometry from path points (for Line or Points objects)\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tvar pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\t// Generate geometry from equidistant sampling along the path\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tvar pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tvar geometry = new Geometry();\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.aX = aX;\n\tthis.aY = aY;\n\n\tthis.xRadius = xRadius;\n\tthis.yRadius = yRadius;\n\n\tthis.aStartAngle = aStartAngle;\n\tthis.aEndAngle = aEndAngle;\n\n\tthis.aClockwise = aClockwise;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t ) {\n\n\tvar twoPi = Math.PI * 2;\n\tvar deltaAngle = this.aEndAngle - this.aStartAngle;\n\tvar samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tvar angle = this.aStartAngle + t * deltaAngle;\n\tvar x = this.aX + this.xRadius * Math.cos( angle );\n\tvar y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tvar cos = Math.cos( this.aRotation );\n\t\tvar sin = Math.sin( this.aRotation );\n\n\t\tvar tx = x - this.aX;\n\t\tvar ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn new Vector2( x, y );\n\n};\n\nfunction SplineCurve( points /* array of Vector2 */ ) {\n\n\tCurve.call( this );\n\n\tthis.points = ( points === undefined ) ? [] : points;\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t ) {\n\n\tvar points = this.points;\n\tvar point = ( points.length - 1 ) * t;\n\n\tvar intPoint = Math.floor( point );\n\tvar weight = point - intPoint;\n\n\tvar point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tvar point1 = points[ intPoint ];\n\tvar point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tvar point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\treturn new Vector2(\n\t\tCatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),\n\t\tCatmullRom( weight, point0.y, point1.y, point2.y, point3.y )\n\t);\n\n};\n\nfunction CubicBezierCurve( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.getPoint = function ( t ) {\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\treturn new Vector2(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n};\n\nfunction QuadraticBezierCurve( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t ) {\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\treturn new Vector2(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n};\n\nvar PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tfromPoints: function ( vectors ) {\n\n\t\tthis.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );\n\n\t\tfor ( var i = 1, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( vectors[ i ].x, vectors[ i ].y );\n\n\t\t}\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tvar curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tvar curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tvar curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tvar npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tvar curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tvar x0 = this.currentPoint.x;\n\t\tvar y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tvar x0 = this.currentPoint.x;\n\t\tvar y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tvar curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tvar firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tvar lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Creates free form 2d path using series of points, lines or curves.\n **/\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.fromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = PathPrototype;\nPathPrototype.constructor = Path;\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Defines a 2d shape plane using paths.\n **/\n\n// STEP 1 Create a path.\n// STEP 2 Turn path into shape.\n// STEP 3 ExtrudeGeometry takes in Shape/Shapes\n// STEP 3a - Extract points from each shape, turn to vertices\n// STEP 3b - Triangulate each shape, add faces.\n\nfunction Shape() {\n\n\tPath.apply( this, arguments );\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( PathPrototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tvar holesPts = [];\n\n\t\tfor ( var i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// Get points of shape and holes (keypoints based on segments parameter)\n\n\textractAllPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn this.extractAllPoints( divisions );\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * minimal class for proxing functions to Path. Replaces old \"extractSubpaths()\"\n **/\n\nfunction ShapePath() {\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tvar shapes = [];\n\n\t\t\tfor ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tvar tmpPath = inSubpaths[ i ];\n\n\t\t\t\tvar tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tvar polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tvar inside = false;\n\t\t\tfor ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tvar edgeLowPt = inPolygon[ p ];\n\t\t\t\tvar edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tvar edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tvar edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvar perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tvar isClockWise = ShapeUtils.isClockWise;\n\n\t\tvar subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tvar solid, tmpPath, tmpShape, shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tvar holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tvar betterShapeHoles = [];\n\t\tvar newShapes = [];\n\t\tvar newShapeHoles = [];\n\t\tvar mainIdx = 0;\n\t\tvar tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( var i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tvar ambiguous = false;\n\t\t\tvar toChange = [];\n\n\t\t\tfor ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tvar sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tvar ho = sho[ hIdx ];\n\t\t\t\t\tvar hole_unassigned = true;\n\n\t\t\t\t\tfor ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar tmpHoles;\n\n\t\tfor ( var i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Font( data ) {\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size, divisions ) {\n\n\t\tfunction createPaths( text ) {\n\n\t\t\tvar chars = String( text ).split( '' );\n\t\t\tvar scale = size / data.resolution;\n\t\t\tvar line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\t\t\tvar offsetX = 0, offsetY = 0;\n\n\t\t\tvar paths = [];\n\n\t\t\tfor ( var i = 0; i < chars.length; i ++ ) {\n\n\t\t\t\tvar char = chars[ i ];\n\n\t\t\t\tif ( char === '\\n' ) {\n\n\t\t\t\t\toffsetX = 0;\n\t\t\t\t\toffsetY -= line_height;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tvar ret = createPath( char, scale, offsetX, offsetY );\n\t\t\t\t\toffsetX += ret.offsetX;\n\t\t\t\t\tpaths.push( ret.path );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn paths;\n\n\t\t}\n\n\t\tfunction createPath( c, scale, offsetX, offsetY ) {\n\n\t\t\tvar glyph = data.glyphs[ c ] || data.glyphs[ '?' ];\n\n\t\t\tif ( ! glyph ) return;\n\n\t\t\tvar path = new ShapePath();\n\n\t\t\tvar pts = [];\n\t\t\tvar x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;\n\n\t\t\tif ( glyph.o ) {\n\n\t\t\t\tvar outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\t\t\tfor ( var i = 0, l = outline.length; i < l; ) {\n\n\t\t\t\t\tvar action = outline[ i ++ ];\n\n\t\t\t\t\tswitch ( action ) {\n\n\t\t\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\t\t\tlaste = pts[ pts.length - 1 ];\n\n\t\t\t\t\t\t\tif ( laste ) {\n\n\t\t\t\t\t\t\t\tcpx0 = laste.x;\n\t\t\t\t\t\t\t\tcpy0 = laste.y;\n\n\t\t\t\t\t\t\t\tfor ( var i2 = 1; i2 <= divisions; i2 ++ ) {\n\n\t\t\t\t\t\t\t\t\tvar t = i2 / divisions;\n\t\t\t\t\t\t\t\t\tQuadraticBezier( t, cpx0, cpx1, cpx );\n\t\t\t\t\t\t\t\t\tQuadraticBezier( t, cpy0, cpy1, cpy );\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\tbreak;\n\n\t\t\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\t\t\tlaste = pts[ pts.length - 1 ];\n\n\t\t\t\t\t\t\tif ( laste ) {\n\n\t\t\t\t\t\t\t\tcpx0 = laste.x;\n\t\t\t\t\t\t\t\tcpy0 = laste.y;\n\n\t\t\t\t\t\t\t\tfor ( var i2 = 1; i2 <= divisions; i2 ++ ) {\n\n\t\t\t\t\t\t\t\t\tvar t = i2 / divisions;\n\t\t\t\t\t\t\t\t\tCubicBezier( t, cpx0, cpx1, cpx2, cpx );\n\t\t\t\t\t\t\t\t\tCubicBezier( t, cpy0, cpy1, cpy2, cpy );\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\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn { offsetX: glyph.ha * scale, path: path };\n\n\t\t}\n\n\t\t//\n\n\t\tif ( size === undefined ) size = 100;\n\t\tif ( divisions === undefined ) divisions = 4;\n\n\t\tvar data = this.data;\n\n\t\tvar paths = createPaths( text );\n\t\tvar shapes = [];\n\n\t\tfor ( var p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction FontLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( FontLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tvar font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\nvar context;\n\nvar AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( context === undefined ) {\n\n\t\t\tcontext = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\tcontext = value;\n\n\t}\n\n};\n\n/**\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction AudioLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( AudioLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tvar context = AudioContext.getContext();\n\n\t\t\tcontext.decodeAudioData( buffer, function ( audioBuffer ) {\n\n\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t} );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: ( function () {\n\n\t\tvar instance, focus, fov, aspect, near, far, zoom, eyeSep;\n\n\t\tvar eyeRight = new Matrix4();\n\t\tvar eyeLeft = new Matrix4();\n\n\t\treturn function update( camera ) {\n\n\t\t\tvar needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||\n\t\t\t\t\t\t\t\t\t\t\t\taspect !== camera.aspect * this.aspect || near !== camera.near ||\n\t\t\t\t\t\t\t\t\t\t\t\tfar !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;\n\n\t\t\tif ( needsUpdate ) {\n\n\t\t\t\tinstance = this;\n\t\t\t\tfocus = camera.focus;\n\t\t\t\tfov = camera.fov;\n\t\t\t\taspect = camera.aspect * this.aspect;\n\t\t\t\tnear = camera.near;\n\t\t\t\tfar = camera.far;\n\t\t\t\tzoom = camera.zoom;\n\n\t\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t\tvar projectionMatrix = camera.projectionMatrix.clone();\n\t\t\t\teyeSep = this.eyeSep / 2;\n\t\t\t\tvar eyeSepOnProjection = eyeSep * near / focus;\n\t\t\t\tvar ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;\n\t\t\t\tvar xmin, xmax;\n\n\t\t\t\t// translate xOffset\n\n\t\t\t\teyeLeft.elements[ 12 ] = - eyeSep;\n\t\t\t\teyeRight.elements[ 12 ] = eyeSep;\n\n\t\t\t\t// for left eye\n\n\t\t\t\txmin = - ymax * aspect + eyeSepOnProjection;\n\t\t\t\txmax = ymax * aspect + eyeSepOnProjection;\n\n\t\t\t\tprojectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );\n\t\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t\t// for right eye\n\n\t\t\t\txmin = - ymax * aspect - eyeSepOnProjection;\n\t\t\t\txmax = ymax * aspect - eyeSepOnProjection;\n\n\t\t\t\tprojectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );\n\t\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t}\n\n\t\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );\n\t\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * Camera for rendering cube maps\n *\t- renders scene into axis-aligned cube\n *\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioListener() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'AudioListener';\n\n\tthis.context = AudioContext.getContext();\n\n\tthis.gain = this.context.createGain();\n\tthis.gain.connect( this.context.destination );\n\n\tthis.filter = null;\n\n}\n\nAudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: AudioListener,\n\n\tgetInput: function () {\n\n\t\treturn this.gain;\n\n\t},\n\n\tremoveFilter: function ( ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t},\n\n\tgetFilter: function () {\n\n\t\treturn this.filter;\n\n\t},\n\n\tsetFilter: function ( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t},\n\n\tgetMasterVolume: function () {\n\n\t\treturn this.gain.gain.value;\n\n\t},\n\n\tsetMasterVolume: function ( value ) {\n\n\t\tthis.gain.gain.value = value;\n\n\t},\n\n\tupdateMatrixWorld: ( function () {\n\n\t\tvar position = new Vector3();\n\t\tvar quaternion = new Quaternion();\n\t\tvar scale = new Vector3();\n\n\t\tvar orientation = new Vector3();\n\n\t\treturn function updateMatrixWorld( force ) {\n\n\t\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\t\tvar listener = this.context.listener;\n\t\t\tvar up = this.up;\n\n\t\t\tthis.matrixWorld.decompose( position, quaternion, scale );\n\n\t\t\torientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );\n\n\t\t\tif ( listener.positionX ) {\n\n\t\t\t\tlistener.positionX.setValueAtTime( position.x, this.context.currentTime );\n\t\t\t\tlistener.positionY.setValueAtTime( position.y, this.context.currentTime );\n\t\t\t\tlistener.positionZ.setValueAtTime( position.z, this.context.currentTime );\n\t\t\t\tlistener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );\n\t\t\t\tlistener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );\n\t\t\t\tlistener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );\n\t\t\t\tlistener.upX.setValueAtTime( up.x, this.context.currentTime );\n\t\t\t\tlistener.upY.setValueAtTime( up.y, this.context.currentTime );\n\t\t\t\tlistener.upZ.setValueAtTime( up.z, this.context.currentTime );\n\n\t\t\t} else {\n\n\t\t\t\tlistener.setPosition( position.x, position.y, position.z );\n\t\t\t\tlistener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );\n\n\t\t\t}\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction Audio( listener ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Audio';\n\n\tthis.context = listener.context;\n\n\tthis.gain = this.context.createGain();\n\tthis.gain.connect( listener.getInput() );\n\n\tthis.autoplay = false;\n\n\tthis.buffer = null;\n\tthis.loop = false;\n\tthis.startTime = 0;\n\tthis.playbackRate = 1;\n\tthis.isPlaying = false;\n\tthis.hasPlaybackControl = true;\n\tthis.sourceType = 'empty';\n\n\tthis.filters = [];\n\n}\n\nAudio.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Audio,\n\n\tgetOutput: function () {\n\n\t\treturn this.gain;\n\n\t},\n\n\tsetNodeSource: function ( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t},\n\n\tsetBuffer: function ( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t},\n\n\tplay: function () {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar source = this.context.createBufferSource();\n\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.playbackRate.setValueAtTime( this.playbackRate, this.startTime );\n\t\tsource.start( 0, this.startTime );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\treturn this.connect();\n\n\t},\n\n\tpause: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.source.stop();\n\t\tthis.startTime = this.context.currentTime;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t},\n\n\tstop: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.source.stop();\n\t\tthis.startTime = 0;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t},\n\n\tconnect: function () {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( var i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function () {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( var i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetFilters: function () {\n\n\t\treturn this.filters;\n\n\t},\n\n\tsetFilters: function ( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value;\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetFilter: function () {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t},\n\n\tsetFilter: function ( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t},\n\n\tsetPlaybackRate: function ( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetPlaybackRate: function () {\n\n\t\treturn this.playbackRate;\n\n\t},\n\n\tonEnded: function () {\n\n\t\tthis.isPlaying = false;\n\n\t},\n\n\tgetLoop: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t},\n\n\tsetLoop: function ( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetVolume: function () {\n\n\t\treturn this.gain.gain.value;\n\n\t},\n\n\tsetVolume: function ( value ) {\n\n\t\tthis.gain.gain.value = value;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PositionalAudio( listener ) {\n\n\tAudio.call( this, listener );\n\n\tthis.panner = this.context.createPanner();\n\tthis.panner.connect( this.gain );\n\n}\n\nPositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {\n\n\tconstructor: PositionalAudio,\n\n\tgetOutput: function () {\n\n\t\treturn this.panner;\n\n\t},\n\n\tgetRefDistance: function () {\n\n\t\treturn this.panner.refDistance;\n\n\t},\n\n\tsetRefDistance: function ( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t},\n\n\tgetRolloffFactor: function () {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t},\n\n\tsetRolloffFactor: function ( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t},\n\n\tgetDistanceModel: function () {\n\n\t\treturn this.panner.distanceModel;\n\n\t},\n\n\tsetDistanceModel: function ( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t},\n\n\tgetMaxDistance: function () {\n\n\t\treturn this.panner.maxDistance;\n\n\t},\n\n\tsetMaxDistance: function ( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t},\n\n\tupdateMatrixWorld: ( function () {\n\n\t\tvar position = new Vector3();\n\n\t\treturn function updateMatrixWorld( force ) {\n\n\t\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\t\tposition.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tthis.panner.setPosition( position.x, position.y, position.z );\n\n\t\t};\n\n\t} )()\n\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioAnalyser( audio, fftSize ) {\n\n\tthis.analyser = audio.context.createAnalyser();\n\tthis.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;\n\n\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\taudio.getOutput().connect( this.analyser );\n\n}\n\nObject.assign( AudioAnalyser.prototype, {\n\n\tgetFrequencyData: function () {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t},\n\n\tgetAverageFrequency: function () {\n\n\t\tvar value = 0, data = this.getFrequencyData();\n\n\t\tfor ( var i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n} );\n\n/**\n *\n * Buffered scene graph property that allows weighted accumulation.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tvar bufferType = Float64Array,\n\t\tmixFunction;\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tbufferType = Array;\n\t\t\tmixFunction = this._select;\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\n\t}\n\n\tthis.buffer = new bufferType( valueSize * 4 );\n\t// layout: [ incoming | accu0 | accu1 | orig ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\n\tthis._mixBufferRegion = mixFunction;\n\n\tthis.cumulativeWeight = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tvar buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tcurrentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( var 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\tvar 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// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tvar stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tvar originalValueOffset = stride * 3;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tfor ( var i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tvar binding = this.binding;\n\n\t\tvar buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * 3;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\tthis.cumulativeWeight = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tvar originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tvar s = 1 - t;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tvar 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} );\n\n/**\n *\n * A reference to a real property in the scene graph.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tvar parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tvar firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_,\n\t\t\t\t n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_,\n\t\t\t\t n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_,\n\t\t\t\t n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( /[^\\w-]/g, '' );\n\n\t},\n\n\tparseTrackName: function () {\n\n\t\t// Parent directories, delimited by '/' or ':'. Currently unused, but must\n\t\t// be matched to parse the rest of the track name.\n\t\tvar directoryRe = /((?:[\\w-]+[\\/:])*)/;\n\n\t\t// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\n\t\tvar nodeRe = /([\\w-\\.]+)?/;\n\n\t\t// Object on target node, and accessor. Name may contain only word\n\t\t// characters. Accessor may contain any character except closing bracket.\n\t\tvar objectRe = /(?:\\.([\\w-]+)(?:\\[(.+)\\])?)?/;\n\n\t\t// Property and accessor. May contain only word characters. Accessor may\n\t\t// contain any non-bracket characters.\n\t\tvar propertyRe = /\\.([\\w-]+)(?:\\[(.+)\\])?/;\n\n\t\tvar trackRe = new RegExp(''\n\t\t\t+ '^'\n\t\t\t+ directoryRe.source\n\t\t\t+ nodeRe.source\n\t\t\t+ objectRe.source\n\t\t\t+ propertyRe.source\n\t\t\t+ '$'\n\t\t);\n\n\t\tvar supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\n\t\treturn function ( trackName ) {\n\n\t\t\t\tvar matches = trackRe.exec( trackName );\n\n\t\t\t\tif ( ! matches ) {\n\n\t\t\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t\t\t}\n\n\t\t\t\tvar results = {\n\t\t\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\t\t\tnodeName: matches[ 2 ],\n\t\t\t\t\tobjectName: matches[ 3 ],\n\t\t\t\t\tobjectIndex: matches[ 4 ],\n\t\t\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\t\t\tpropertyIndex: matches[ 6 ]\n\t\t\t\t};\n\n\t\t\t\tvar lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\t\t\tif ( lastDot !== undefined && lastDot !== -1 ) {\n\n\t\t\t\t\tvar objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t\t\t// Object names must be checked against a whitelist. Otherwise, there\n\t\t\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t\t\t// include '.' characters).\n\t\t\t\t\tif ( supportedObjectNames.indexOf( objectName ) !== -1 ) {\n\n\t\t\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\t\t\tresults.objectName = objectName;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t\t\t}\n\n\t\t\t\treturn results;\n\n\t\t\t};\n\n\t}(),\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === \"\" || nodeName === \"root\" || 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\tvar searchSkeleton = function ( skeleton ) {\n\n\t\t\t\tfor ( var i = 0; i < skeleton.bones.length; i ++ ) {\n\n\t\t\t\t\tvar bone = skeleton.bones[ i ];\n\n\t\t\t\t\tif ( bone.name === nodeName ) {\n\n\t\t\t\t\t\treturn bone;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tvar bone = searchSkeleton( root.skeleton );\n\n\t\t\tif ( bone ) {\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\tvar searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( var i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tvar 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\tvar 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\tvar subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tvar source = this.resolvedProperty;\n\n\t\t\tfor ( var i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.node[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.node[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.node[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tvar targetObject = this.node,\n\t\t\tparsedPath = this.parsedPath,\n\n\t\t\tobjectName = parsedPath.objectName,\n\t\t\tpropertyName = parsedPath.propertyName,\n\t\t\tpropertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode(\n\t\t\t\t\tthis.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\tvar 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 ( var i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tvar nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tvar 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\tvar versioning = this.Versioning.None;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\t\t\tthis.targetObject = targetObject;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\t\t\tthis.targetObject = targetObject;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tvar bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === \"morphTargetInfluences\" ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {\n\n\t\t\t\t\t\t\tpropertyIndex = 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\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphTargets ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {\n\n\t\t\t\t\t\t\tpropertyIndex = 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}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n//!\\ DECLARE ALIAS AFTER assign prototype !\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * \t-\tAdd objects you would otherwise pass as 'root' to the\n * \t\tconstructor or the .clipAction method of AnimationMixer.\n *\n * \t-\tInstead pass this object as 'root'.\n *\n * \t-\tYou can also add and remove objects later when the mixer\n * \t\tis running.\n *\n * Note:\n *\n * \tObjects of this class appear as one object to the mixer,\n * \tso cache control of the individual objects must be done\n * \ton the group.\n *\n * Limitation:\n *\n * \t- \tThe animated properties must be compatible among the\n * \t\tall objects in the group.\n *\n * -\tA single property can either be controlled through a\n * \ttarget group or directly, but not both.\n *\n * @author tschw\n */\n\nfunction AnimationObjectGroup( var_args ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0;\t\t\t// threshold\n\t// note: read by PropertyBinding.Composite\n\n\tvar indices = {};\n\tthis._indicesByUUID = indices;\t\t// for bookkeeping\n\n\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = [];\t\t\t\t\t// inside: string\n\tthis._parsedPaths = [];\t\t\t\t// inside: { we don't care, here }\n\tthis._bindings = []; \t\t\t\t// inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; \t// inside: indices in these arrays\n\n\tvar scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() { return scope._objects.length; },\n\t\t\tget inUse() { return this.total - scope.nCachedObjects_; }\n\t\t},\n\n\t\tget bindingsPerObject() { return scope._bindings.length; }\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function( var_args ) {\n\n\t\tvar objects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ],\n\t\t\t\tknownObject = undefined;\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push(\n\t\t\t\t\t\t\tnew PropertyBinding(\n\t\t\t\t\t\t\t\tobject, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tvar firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding(\n\t\t\t\t\t\t\t\tobject, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function( var_args ) {\n\n\t\tvar objects = this._objects,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tvar lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function( var_args ) {\n\n\t\tvar objects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tvar firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tvar lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tvar bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tvar indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ],\n\t\t\tbindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tvar paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tvar object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tvar indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tvar paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n *\n * Action provided by AnimationMixer for scheduling clip playback on specific\n * objects.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n *\n */\n\nfunction AnimationAction( mixer, clip, localRoot ) {\n\n\tthis._mixer = mixer;\n\tthis._clip = clip;\n\tthis._localRoot = localRoot || null;\n\n\tvar tracks = clip.tracks,\n\t\tnTracks = tracks.length,\n\t\tinterpolants = new Array( nTracks );\n\n\tvar interpolantSettings = {\n\t\t\tendingStart: \tZeroCurvatureEnding,\n\t\t\tendingEnd:\t\tZeroCurvatureEnding\n\t};\n\n\tfor ( var i = 0; i !== nTracks; ++ i ) {\n\n\t\tvar interpolant = tracks[ i ].createInterpolant( null );\n\t\tinterpolants[ i ] = interpolant;\n\t\tinterpolant.settings = interpolantSettings;\n\n\t}\n\n\tthis._interpolantSettings = interpolantSettings;\n\n\tthis._interpolants = interpolants;\t// bound by the mixer\n\n\t// inside: PropertyMixer (managed by the mixer)\n\tthis._propertyBindings = new Array( nTracks );\n\n\tthis._cacheIndex = null;\t\t\t// for the memory manager\n\tthis._byClipCacheIndex = null;\t\t// for the memory manager\n\n\tthis._timeScaleInterpolant = null;\n\tthis._weightInterpolant = null;\n\n\tthis.loop = LoopRepeat;\n\tthis._loopCount = -1;\n\n\t// global mixer time when the action is to be started\n\t// it's set back to 'null' upon start of the action\n\tthis._startTime = null;\n\n\t// scaled local time of the action\n\t// gets clamped or wrapped to 0..clip.duration according to loop\n\tthis.time = 0;\n\n\tthis.timeScale = 1;\n\tthis._effectiveTimeScale = 1;\n\n\tthis.weight = 1;\n\tthis._effectiveWeight = 1;\n\n\tthis.repetitions = Infinity; \t\t// no. of repetitions when looping\n\n\tthis.paused = false;\t\t\t\t// true -> zero effective time scale\n\tthis.enabled = true;\t\t\t\t// false -> zero effective weight\n\n\tthis.clampWhenFinished \t= false;\t// keep feeding the last frame?\n\n\tthis.zeroSlopeAtStart \t= true;\t\t// for smooth interpolation w/o separate\n\tthis.zeroSlopeAtEnd\t\t= true;\t\t// clips for start, loop and end\n\n}\n\nObject.assign( AnimationAction.prototype, {\n\n\t// State & Scheduling\n\n\tplay: function() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t},\n\n\tstop: function() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t},\n\n\treset: function() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0;\t\t\t// restart clip\n\t\tthis._loopCount = -1;\t// forget previous loops\n\t\tthis._startTime = null;\t// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t},\n\n\tisRunning: function() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t},\n\n\t// return true when play has been called\n\tisScheduled: function() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t},\n\n\tstartAt: function( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t},\n\n\tsetLoop: function( 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: function( 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: function() {\n\n\t\treturn this._effectiveWeight;\n\n\t},\n\n\tfadeIn: function( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t},\n\n\tfadeOut: function( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t},\n\n\tcrossFadeFrom: function( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif( warp ) {\n\n\t\t\tvar 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: function( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t},\n\n\tstopFading: function() {\n\n\t\tvar 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: function( 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: function() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t},\n\n\tsetDuration: function( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\tsyncWith: function( 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: function( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t},\n\n\twarp: function( startTimeScale, endTimeScale, duration ) {\n\n\t\tvar mixer = this._mixer, now = mixer.time,\n\t\t\tinterpolant = this._timeScaleInterpolant,\n\n\t\t\ttimeScale = this.timeScale;\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\tvar 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: function() {\n\n\t\tvar 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: function() {\n\n\t\treturn this._mixer;\n\n\t},\n\n\tgetClip: function() {\n\n\t\treturn this._clip;\n\n\t},\n\n\tgetRoot: function() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t},\n\n\t// Interna\n\n\t_update: function( 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\tvar startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tvar timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tvar 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\tvar weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tvar interpolants = this._interpolants;\n\t\t\tvar propertyMixers = this._propertyBindings;\n\n\t\t\tfor ( var j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_updateWeight: function( time ) {\n\n\t\tvar weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tvar interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tvar 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: function( time ) {\n\n\t\tvar timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tvar interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tvar 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: function( deltaTime ) {\n\n\t\tvar time = this.time + deltaTime;\n\n\t\tif ( deltaTime === 0 ) return time;\n\n\t\tvar duration = this._clip.duration,\n\n\t\t\tloop = this.loop,\n\t\t\tloopCount = this._loopCount;\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === -1 ) {\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 break handle_stop;\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._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\tvar pingPong = ( loop === LoopPingPong );\n\n\t\t\tif ( loopCount === -1 ) {\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(\n\t\t\t\t\t\t\ttrue, 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(\n\t\t\t\t\t\t\tthis.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\t\t\t\t// wrap around\n\n\t\t\t\tvar 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\tvar pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending < 0 ) {\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._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\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 0 ) {\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tvar 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._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}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\tthis.time = time;\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.time = time;\n\t\treturn time;\n\n\t},\n\n\t_setEndings: function( atStart, atEnd, pingPong ) {\n\n\t\tvar settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart \t= ZeroSlopeEnding;\n\t\t\tsettings.endingEnd\t\t= 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 ?\n\t\t\t\t\t\tZeroSlopeEnding : 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 ?\n\t\t\t\t\t\tZeroSlopeEnding : 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: function( duration, weightNow, weightThen ) {\n\n\t\tvar mixer = this._mixer, now = mixer.time,\n\t\t\tinterpolant = 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\tvar times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now; \t\t\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n *\n * Player for AnimationClips.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nObject.assign( AnimationMixer.prototype, EventDispatcher.prototype, {\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tvar 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\t\t\tbindingsByName = 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 ( var i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tvar track = tracks[ i ],\n\t\t\t\ttrackName = track.name,\n\t\t\t\tbinding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tvar path = prototypeAction && prototypeAction.\n\t\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tvar 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\tvar bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tvar binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tvar bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tvar binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \t\tknownActions: Array< AnimationAction >\t- used as prototypes\n\t\t// \t\tactionByRoot: AnimationAction\t\t\t- 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\tvar scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() { return scope._actions.length; },\n\t\t\t\tget inUse() { return scope._nActiveActions; }\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() { return scope._bindings.length; },\n\t\t\t\tget inUse() { return scope._nActiveBindings; }\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() { return scope._controlInterpolants.length; },\n\t\t\t\tget inUse() { return scope._nActiveControlInterpolants; }\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tvar index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tvar actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = 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\tvar knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tvar 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\tvar 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\tvar actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tvar bindings = action._propertyBindings;\n\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tvar binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tvar actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tvar actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tvar bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tbindings = this._bindings;\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tvar 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\tremove_empty_map: {\n\n\t\t\tfor ( var _ in bindingByName ) break remove_empty_map;\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tvar interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++,\n\t\t\tinterpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tvar interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot ) {\n\n\t\tvar 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 !== null ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ],\n\t\t\tprototypeAction = null;\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tvar existingAction =\n\t\t\t\t\tactionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined ) {\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\tvar newAction = new AnimationAction( this, clipObject, optionalRoot );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tvar root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tvar actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tthis._nActiveActions = 0;\n\t\tthis._nActiveBindings = 0;\n\n\t\tfor ( var i = 0; i !== nActions; ++ i ) {\n\n\t\t\tactions[ i ].reset();\n\n\t\t}\n\n\t\tfor ( var i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].useCount = 0;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tvar 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 ( var i = 0; i !== nActions; ++ i ) {\n\n\t\t\tvar 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\tvar bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( var 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// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tvar 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\tvar actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tvar action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tvar cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tvar rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( var clipUuid in actionsByClip ) {\n\n\t\t\tvar 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\tvar bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( var trackName in bindingByName ) {\n\n\t\t\t\tvar binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tvar 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\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Uniform( value ) {\n\n\tif ( typeof value === 'string' ) {\n\n\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\tvalue = arguments[ 1 ];\n\n\t}\n\n\tthis.value = value;\n\n}\n\nUniform.prototype.clone = function () {\n\n\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n};\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.maxInstancedCount = undefined;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\taddGroup: function ( start, count, materialIndex ) {\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\tcopy: function ( source ) {\n\n\t\tvar index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone() );\n\n\t\t}\n\n\t\tvar attributes = source.attributes;\n\n\t\tfor ( var name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\t\t\tthis.addAttribute( name, attribute.clone() );\n\n\t\t}\n\n\t\tvar groups = source.groups;\n\n\t\tfor ( var i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tvar group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.dynamic = false;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.onUploadCallback = function () {};\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tsetArray: function ( array ) {\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.count = array !== undefined ? array.length / this.stride : 0;\n\t\tthis.array = array;\n\n\t},\n\n\tsetDynamic: function ( value ) {\n\n\t\tthis.dynamic = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.dynamic = source.dynamic;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( var i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {\n\n\tBufferAttribute.call( this, array, itemSize );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author bhouston / http://clara.io/\n * @author stephomi / http://stephaneginier.com/\n */\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: {},\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.visible === false ) return;\n\n\tobject.raycast( raycaster, intersects );\n\n\tif ( recursive === true ) {\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tlinePrecision: 1,\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( ( camera && camera.isPerspectiveCamera ) ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\n\t\t} else if ( ( camera && camera.isOrthographicCamera ) ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type.' );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive ) {\n\n\t\tvar 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: function ( objects, recursive ) {\n\n\t\tvar intersects = [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( var i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Clock( autoStart ) {\n\n\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\tthis.startTime = 0;\n\tthis.oldTime = 0;\n\tthis.elapsedTime = 0;\n\n\tthis.running = false;\n\n}\n\nObject.assign( Clock.prototype, {\n\n\tstart: function () {\n\n\t\tthis.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t},\n\n\tstop: function () {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t},\n\n\tgetElapsedTime: function () {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t},\n\n\tgetDelta: function () {\n\n\t\tvar diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tvar newTime = ( typeof performance === 'undefined' ? Date : performance ).now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The poles (phi) are at the positive and negative y axis.\n * The equator starts at positive z.\n */\n\nfunction Spherical( radius, phi, theta ) {\n\n\tthis.radius = ( radius !== undefined ) ? radius : 1.0;\n\tthis.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole\n\tthis.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere\n\n\treturn this;\n\n}\n\nObject.assign( Spherical.prototype, {\n\n\tset: function ( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t},\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe: function() {\n\n\t\tvar 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: function( vec3 ) {\n\n\t\tthis.radius = vec3.length();\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( vec3.x, vec3.z ); // equator angle around y-up axis\n\t\t\tthis.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n *\n */\n\nfunction Cylindrical( radius, theta, y ) {\n\n\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\treturn this;\n\n}\n\nObject.assign( Cylindrical.prototype, {\n\n\tset: function ( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromVector3: function( vec3 ) {\n\n\t\tthis.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );\n\t\tthis.theta = Math.atan2( vec3.x, vec3.z );\n\t\tthis.y = vec3.y;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( renderCallback ) {};\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction VertexNormalsHelper( object, size, hex, linewidth ) {\n\n\tthis.object = object;\n\n\tthis.size = ( size !== undefined ) ? size : 1;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xff0000;\n\n\tvar width = ( linewidth !== undefined ) ? linewidth : 1;\n\n\t//\n\n\tvar nNormals = 0;\n\n\tvar objGeometry = this.object.geometry;\n\n\tif ( objGeometry && objGeometry.isGeometry ) {\n\n\t\tnNormals = objGeometry.faces.length * 3;\n\n\t} else if ( objGeometry && objGeometry.isBufferGeometry ) {\n\n\t\tnNormals = objGeometry.attributes.normal.count;\n\n\t}\n\n\t//\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );\n\n\tgeometry.addAttribute( 'position', positions );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );\n\n\t//\n\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n}\n\nVertexNormalsHelper.prototype = Object.create( LineSegments.prototype );\nVertexNormalsHelper.prototype.constructor = VertexNormalsHelper;\n\nVertexNormalsHelper.prototype.update = ( function () {\n\n\tvar v1 = new Vector3();\n\tvar v2 = new Vector3();\n\tvar normalMatrix = new Matrix3();\n\n\treturn function update() {\n\n\t\tvar keys = [ 'a', 'b', 'c' ];\n\n\t\tthis.object.updateMatrixWorld( true );\n\n\t\tnormalMatrix.getNormalMatrix( this.object.matrixWorld );\n\n\t\tvar matrixWorld = this.object.matrixWorld;\n\n\t\tvar position = this.geometry.attributes.position;\n\n\t\t//\n\n\t\tvar objGeometry = this.object.geometry;\n\n\t\tif ( objGeometry && objGeometry.isGeometry ) {\n\n\t\t\tvar vertices = objGeometry.vertices;\n\n\t\t\tvar faces = objGeometry.faces;\n\n\t\t\tvar idx = 0;\n\n\t\t\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tvar face = faces[ i ];\n\n\t\t\t\tfor ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar vertex = vertices[ face[ keys[ j ] ] ];\n\n\t\t\t\t\tvar normal = face.vertexNormals[ j ];\n\n\t\t\t\t\tv1.copy( vertex ).applyMatrix4( matrixWorld );\n\n\t\t\t\t\tv2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );\n\n\t\t\t\t\tposition.setXYZ( idx, v1.x, v1.y, v1.z );\n\n\t\t\t\t\tidx = idx + 1;\n\n\t\t\t\t\tposition.setXYZ( idx, v2.x, v2.y, v2.z );\n\n\t\t\t\t\tidx = idx + 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( objGeometry && objGeometry.isBufferGeometry ) {\n\n\t\t\tvar objPos = objGeometry.attributes.position;\n\n\t\t\tvar objNorm = objGeometry.attributes.normal;\n\n\t\t\tvar idx = 0;\n\n\t\t\t// for simplicity, ignore index and drawcalls, and render every normal\n\n\t\t\tfor ( var j = 0, jl = objPos.count; j < jl; j ++ ) {\n\n\t\t\t\tv1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );\n\n\t\t\t\tv2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );\n\n\t\t\t\tv2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );\n\n\t\t\t\tposition.setXYZ( idx, v1.x, v1.y, v1.z );\n\n\t\t\t\tidx = idx + 1;\n\n\t\t\t\tposition.setXYZ( idx, v2.x, v2.y, v2.z );\n\n\t\t\t\tidx = idx + 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tposition.needsUpdate = true;\n\n\t};\n\n}() );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction SpotLightHelper( light, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = [\n\t\t0, 0, 0, 0, 0, 1,\n\t\t0, 0, 0, 1, 0, 1,\n\t\t0, 0, 0, - 1, 0, 1,\n\t\t0, 0, 0, 0, 1, 1,\n\t\t0, 0, 0, 0, - 1, 1\n\t];\n\n\tfor ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\tvar p1 = ( i / l ) * Math.PI * 2;\n\t\tvar p2 = ( j / l ) * Math.PI * 2;\n\n\t\tpositions.push(\n\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t);\n\n\t}\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tthis.cone = new LineSegments( geometry, material );\n\tthis.add( this.cone );\n\n\tthis.update();\n\n}\n\nSpotLightHelper.prototype = Object.create( Object3D.prototype );\nSpotLightHelper.prototype.constructor = SpotLightHelper;\n\nSpotLightHelper.prototype.dispose = function () {\n\n\tthis.cone.geometry.dispose();\n\tthis.cone.material.dispose();\n\n};\n\nSpotLightHelper.prototype.update = function () {\n\n\tvar vector = new Vector3();\n\tvar vector2 = new Vector3();\n\n\treturn function update() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tvar coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tvar coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\tvector.setFromMatrixPosition( this.light.matrixWorld );\n\t\tvector2.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( vector2.sub( vector ) );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t};\n\n}();\n\n/**\n * @author Sean Griffin / http://twitter.com/sgrif\n * @author Michael Guerrero / http://realitymeltdown.com\n * @author mrdoob / http://mrdoob.com/\n * @author ikerr / http://verold.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction getBoneList( object ) {\n\n\tvar boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( var i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nfunction SkeletonHelper( object ) {\n\n\tvar bones = getBoneList( object );\n\n\tvar geometry = new BufferGeometry();\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar color1 = new Color( 0, 0, 1 );\n\tvar color2 = new Color( 0, 1, 0 );\n\n\tfor ( var i = 0; i < bones.length; i ++ ) {\n\n\t\tvar bone = bones[ i ];\n\n\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t}\n\n\t}\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );\n\n\tLineSegments.call( this, geometry, material );\n\n\tthis.root = object;\n\tthis.bones = bones;\n\n\tthis.matrix = object.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.onBeforeRender();\n\n}\n\nSkeletonHelper.prototype = Object.create( LineSegments.prototype );\nSkeletonHelper.prototype.constructor = SkeletonHelper;\n\nSkeletonHelper.prototype.onBeforeRender = function () {\n\n\tvar vector = new Vector3();\n\n\tvar boneMatrix = new Matrix4();\n\tvar matrixWorldInv = new Matrix4();\n\n\treturn function onBeforeRender() {\n\n\t\tvar bones = this.bones;\n\n\t\tvar geometry = this.geometry;\n\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\tmatrixWorldInv.getInverse( this.root.matrixWorld );\n\n\t\tfor ( var i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tvar bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tboneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );\n\t\t\t\tvector.setFromMatrixPosition( boneMatrix );\n\t\t\t\tposition.setXYZ( j, vector.x, vector.y, vector.z );\n\n\t\t\t\tboneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\tvector.setFromMatrixPosition( boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, vector.x, vector.y, vector.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t};\n\n}();\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PointLightHelper( light, sphereSize, color ) {\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.color = color;\n\n\tvar geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\tvar material = new MeshBasicMaterial( { wireframe: true, fog: false } );\n\n\tMesh.call( this, geometry, material );\n\n\tthis.matrix = this.light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n\n\t/*\n\tvar distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tvar distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tvar d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n}\n\nPointLightHelper.prototype = Object.create( Mesh.prototype );\nPointLightHelper.prototype.constructor = PointLightHelper;\n\nPointLightHelper.prototype.dispose = function () {\n\n\tthis.geometry.dispose();\n\tthis.material.dispose();\n\n};\n\nPointLightHelper.prototype.update = function () {\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.material.color.copy( this.light.color );\n\n\t}\n\n\t/*\n\tvar d = this.light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.visible = true;\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\t*/\n\n};\n\n/**\n * @author abelnation / http://github.com/abelnation\n * @author Mugen87 / http://github.com/Mugen87\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction RectAreaLightHelper( light, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tvar geometry = new BufferGeometry();\n\n\tgeometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );\n\n\tthis.line = new Line( geometry, material );\n\tthis.add( this.line );\n\n\n\tthis.update();\n\n}\n\nRectAreaLightHelper.prototype = Object.create( Object3D.prototype );\nRectAreaLightHelper.prototype.constructor = RectAreaLightHelper;\n\nRectAreaLightHelper.prototype.dispose = function () {\n\n\tthis.children[ 0 ].geometry.dispose();\n\tthis.children[ 0 ].material.dispose();\n\n};\n\nRectAreaLightHelper.prototype.update = function () {\n\n\t// calculate new dimensions of the helper\n\n\tvar hx = this.light.width * 0.5;\n\tvar hy = this.light.height * 0.5;\n\n\tvar position = this.line.geometry.attributes.position;\n\tvar array = position.array;\n\n\t// update vertices\n\n\tarray[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;\n\tarray[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;\n\tarray[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;\n\tarray[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;\n\tarray[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;\n\n\tposition.needsUpdate = true;\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.line.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.line.material.color.copy( this.light.color );\n\n\t}\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction HemisphereLightHelper( light, size, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar geometry = new OctahedronBufferGeometry( size );\n\tgeometry.rotateY( Math.PI * 0.5 );\n\n\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false } );\n\tif ( this.color === undefined ) this.material.vertexColors = VertexColors;\n\n\tvar position = geometry.getAttribute( 'position' );\n\tvar colors = new Float32Array( position.count * 3 );\n\n\tgeometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\tthis.add( new Mesh( geometry, this.material ) );\n\n\tthis.update();\n\n}\n\nHemisphereLightHelper.prototype = Object.create( Object3D.prototype );\nHemisphereLightHelper.prototype.constructor = HemisphereLightHelper;\n\nHemisphereLightHelper.prototype.dispose = function () {\n\n\tthis.children[ 0 ].geometry.dispose();\n\tthis.children[ 0 ].material.dispose();\n\n};\n\nHemisphereLightHelper.prototype.update = function () {\n\n\tvar vector = new Vector3();\n\n\tvar color1 = new Color();\n\tvar color2 = new Color();\n\n\treturn function update() {\n\n\t\tvar mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tvar colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\tcolor1.copy( this.light.color );\n\t\t\tcolor2.copy( this.light.groundColor );\n\n\t\t\tfor ( var i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tvar color = ( i < ( l / 2 ) ) ? color1 : color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t};\n\n}();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction GridHelper( size, divisions, color1, color2 ) {\n\n\tsize = size || 10;\n\tdivisions = divisions || 10;\n\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\tvar center = divisions / 2;\n\tvar step = size / divisions;\n\tvar halfSize = size / 2;\n\n\tvar vertices = [], colors = [];\n\n\tfor ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\tvar color = i === center ? color1 : color2;\n\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\n\t}\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nGridHelper.prototype = Object.create( LineSegments.prototype );\nGridHelper.prototype.constructor = GridHelper;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n * @author Hectate / http://www.github.com/Hectate\n */\n\nfunction PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {\n\n\tradius = radius || 10;\n\tradials = radials || 16;\n\tcircles = circles || 8;\n\tdivisions = divisions || 64;\n\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar x, z;\n\tvar v, i, j, r, color;\n\n\t// create the radials\n\n\tfor ( i = 0; i <= radials; i ++ ) {\n\n\t\tv = ( i / radials ) * ( Math.PI * 2 );\n\n\t\tx = Math.sin( v ) * radius;\n\t\tz = Math.cos( v ) * radius;\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tvertices.push( x, 0, z );\n\n\t\tcolor = ( i & 1 ) ? color1 : color2;\n\n\t\tcolors.push( color.r, color.g, color.b );\n\t\tcolors.push( color.r, color.g, color.b );\n\n\t}\n\n\t// create the circles\n\n\tfor ( i = 0; i <= circles; i ++ ) {\n\n\t\tcolor = ( i & 1 ) ? color1 : color2;\n\n\t\tr = radius - ( radius / circles * i );\n\n\t\tfor ( j = 0; j < divisions; j ++ ) {\n\n\t\t\t// first vertex\n\n\t\t\tv = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\tx = Math.sin( v ) * r;\n\t\t\tz = Math.cos( v ) * r;\n\n\t\t\tvertices.push( x, 0, z );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t// second vertex\n\n\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\tx = Math.sin( v ) * r;\n\t\t\tz = Math.cos( v ) * r;\n\n\t\t\tvertices.push( x, 0, z );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t}\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nPolarGridHelper.prototype = Object.create( LineSegments.prototype );\nPolarGridHelper.prototype.constructor = PolarGridHelper;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction FaceNormalsHelper( object, size, hex, linewidth ) {\n\n\t// FaceNormalsHelper only supports THREE.Geometry\n\n\tthis.object = object;\n\n\tthis.size = ( size !== undefined ) ? size : 1;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar width = ( linewidth !== undefined ) ? linewidth : 1;\n\n\t//\n\n\tvar nNormals = 0;\n\n\tvar objGeometry = this.object.geometry;\n\n\tif ( objGeometry && objGeometry.isGeometry ) {\n\n\t\tnNormals = objGeometry.faces.length;\n\n\t} else {\n\n\t\tconsole.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );\n\n\t}\n\n\t//\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );\n\n\tgeometry.addAttribute( 'position', positions );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );\n\n\t//\n\n\tthis.matrixAutoUpdate = false;\n\tthis.update();\n\n}\n\nFaceNormalsHelper.prototype = Object.create( LineSegments.prototype );\nFaceNormalsHelper.prototype.constructor = FaceNormalsHelper;\n\nFaceNormalsHelper.prototype.update = ( function () {\n\n\tvar v1 = new Vector3();\n\tvar v2 = new Vector3();\n\tvar normalMatrix = new Matrix3();\n\n\treturn function update() {\n\n\t\tthis.object.updateMatrixWorld( true );\n\n\t\tnormalMatrix.getNormalMatrix( this.object.matrixWorld );\n\n\t\tvar matrixWorld = this.object.matrixWorld;\n\n\t\tvar position = this.geometry.attributes.position;\n\n\t\t//\n\n\t\tvar objGeometry = this.object.geometry;\n\n\t\tvar vertices = objGeometry.vertices;\n\n\t\tvar faces = objGeometry.faces;\n\n\t\tvar idx = 0;\n\n\t\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tvar normal = face.normal;\n\n\t\t\tv1.copy( vertices[ face.a ] )\n\t\t\t\t.add( vertices[ face.b ] )\n\t\t\t\t.add( vertices[ face.c ] )\n\t\t\t\t.divideScalar( 3 )\n\t\t\t\t.applyMatrix4( matrixWorld );\n\n\t\t\tv2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );\n\n\t\t\tposition.setXYZ( idx, v1.x, v1.y, v1.z );\n\n\t\t\tidx = idx + 1;\n\n\t\t\tposition.setXYZ( idx, v2.x, v2.y, v2.z );\n\n\t\t\tidx = idx + 1;\n\n\t\t}\n\n\t\tposition.needsUpdate = true;\n\n\t};\n\n}() );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction DirectionalLightHelper( light, size, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tif ( size === undefined ) size = 1;\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( [\n\t\t- size, size, 0,\n\t\t size, size, 0,\n\t\t size, - size, 0,\n\t\t- size, - size, 0,\n\t\t- size, size, 0\n\t], 3 ) );\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tthis.lightPlane = new Line( geometry, material );\n\tthis.add( this.lightPlane );\n\n\tgeometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\tthis.targetLine = new Line( geometry, material );\n\tthis.add( this.targetLine );\n\n\tthis.update();\n\n}\n\nDirectionalLightHelper.prototype = Object.create( Object3D.prototype );\nDirectionalLightHelper.prototype.constructor = DirectionalLightHelper;\n\nDirectionalLightHelper.prototype.dispose = function () {\n\n\tthis.lightPlane.geometry.dispose();\n\tthis.lightPlane.material.dispose();\n\tthis.targetLine.geometry.dispose();\n\tthis.targetLine.material.dispose();\n\n};\n\nDirectionalLightHelper.prototype.update = function () {\n\n\tvar v1 = new Vector3();\n\tvar v2 = new Vector3();\n\tvar v3 = new Vector3();\n\n\treturn function update() {\n\n\t\tv1.setFromMatrixPosition( this.light.matrixWorld );\n\t\tv2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\tv3.subVectors( v2, v1 );\n\n\t\tthis.lightPlane.lookAt( v3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( v3 );\n\t\tthis.targetLine.scale.z = v3.length();\n\n\t};\n\n}();\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author Mugen87 / https://github.com/Mugen87\n *\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nfunction CameraHelper( camera ) {\n\n\tvar geometry = new BufferGeometry();\n\tvar material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar pointMap = {};\n\n\t// colors\n\n\tvar colorFrustum = new Color( 0xffaa00 );\n\tvar colorCone = new Color( 0xff0000 );\n\tvar colorUp = new Color( 0x00aaff );\n\tvar colorTarget = new Color( 0xffffff );\n\tvar colorCross = new Color( 0x333333 );\n\n\t// near\n\n\taddLine( \"n1\", \"n2\", colorFrustum );\n\taddLine( \"n2\", \"n4\", colorFrustum );\n\taddLine( \"n4\", \"n3\", colorFrustum );\n\taddLine( \"n3\", \"n1\", colorFrustum );\n\n\t// far\n\n\taddLine( \"f1\", \"f2\", colorFrustum );\n\taddLine( \"f2\", \"f4\", colorFrustum );\n\taddLine( \"f4\", \"f3\", colorFrustum );\n\taddLine( \"f3\", \"f1\", colorFrustum );\n\n\t// sides\n\n\taddLine( \"n1\", \"f1\", colorFrustum );\n\taddLine( \"n2\", \"f2\", colorFrustum );\n\taddLine( \"n3\", \"f3\", colorFrustum );\n\taddLine( \"n4\", \"f4\", colorFrustum );\n\n\t// cone\n\n\taddLine( \"p\", \"n1\", colorCone );\n\taddLine( \"p\", \"n2\", colorCone );\n\taddLine( \"p\", \"n3\", colorCone );\n\taddLine( \"p\", \"n4\", colorCone );\n\n\t// up\n\n\taddLine( \"u1\", \"u2\", colorUp );\n\taddLine( \"u2\", \"u3\", colorUp );\n\taddLine( \"u3\", \"u1\", colorUp );\n\n\t// target\n\n\taddLine( \"c\", \"t\", colorTarget );\n\taddLine( \"p\", \"c\", colorCross );\n\n\t// cross\n\n\taddLine( \"cn1\", \"cn2\", colorCross );\n\taddLine( \"cn3\", \"cn4\", colorCross );\n\n\taddLine( \"cf1\", \"cf2\", colorCross );\n\taddLine( \"cf3\", \"cf4\", colorCross );\n\n\tfunction addLine( a, b, color ) {\n\n\t\taddPoint( a, color );\n\t\taddPoint( b, color );\n\n\t}\n\n\tfunction addPoint( id, color ) {\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tcolors.push( color.r, color.g, color.b );\n\n\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\tpointMap[ id ] = [];\n\n\t\t}\n\n\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t}\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tLineSegments.call( this, geometry, material );\n\n\tthis.camera = camera;\n\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\tthis.matrix = camera.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.pointMap = pointMap;\n\n\tthis.update();\n\n}\n\nCameraHelper.prototype = Object.create( LineSegments.prototype );\nCameraHelper.prototype.constructor = CameraHelper;\n\nCameraHelper.prototype.update = function () {\n\n\tvar geometry, pointMap;\n\n\tvar vector = new Vector3();\n\tvar camera = new Camera();\n\n\tfunction setPoint( point, x, y, z ) {\n\n\t\tvector.set( x, y, z ).unproject( camera );\n\n\t\tvar points = pointMap[ point ];\n\n\t\tif ( points !== undefined ) {\n\n\t\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\t\tposition.setXYZ( points[ i ], vector.x, vector.y, vector.z );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn function update() {\n\n\t\tgeometry = this.geometry;\n\t\tpointMap = this.pointMap;\n\n\t\tvar w = 1, h = 1;\n\n\t\t// we need just camera projection matrix\n\t\t// world matrix must be identity\n\n\t\tcamera.projectionMatrix.copy( this.camera.projectionMatrix );\n\n\t\t// center / target\n\n\t\tsetPoint( \"c\", 0, 0, - 1 );\n\t\tsetPoint( \"t\", 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( \"n1\", - w, - h, - 1 );\n\t\tsetPoint( \"n2\", w, - h, - 1 );\n\t\tsetPoint( \"n3\", - w, h, - 1 );\n\t\tsetPoint( \"n4\", w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( \"f1\", - w, - h, 1 );\n\t\tsetPoint( \"f2\", w, - h, 1 );\n\t\tsetPoint( \"f3\", - w, h, 1 );\n\t\tsetPoint( \"f4\", w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( \"u1\", w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( \"u2\", - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( \"u3\", 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( \"cf1\", - w, 0, 1 );\n\t\tsetPoint( \"cf2\", w, 0, 1 );\n\t\tsetPoint( \"cf3\", 0, - h, 1 );\n\t\tsetPoint( \"cf4\", 0, h, 1 );\n\n\t\tsetPoint( \"cn1\", - w, 0, - 1 );\n\t\tsetPoint( \"cn2\", w, 0, - 1 );\n\t\tsetPoint( \"cn3\", 0, - h, - 1 );\n\t\tsetPoint( \"cn4\", 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t};\n\n}();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n */\n\nfunction BoxHelper( object, color ) {\n\n\tthis.object = object;\n\n\tif ( color === undefined ) color = 0xffff00;\n\n\tvar indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\tvar positions = new Float32Array( 8 * 3 );\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\tgeometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n}\n\nBoxHelper.prototype = Object.create( LineSegments.prototype );\nBoxHelper.prototype.constructor = BoxHelper;\n\nBoxHelper.prototype.update = ( function () {\n\n\tvar box = new Box3();\n\n\treturn function update( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\tbox.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tvar min = box.min;\n\t\tvar max = box.max;\n\n\t\t/*\n\t\t 5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tvar position = this.geometry.attributes.position;\n\t\tvar array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t};\n\n} )();\n\nBoxHelper.prototype.setFromObject = function ( object ) {\n\n\tthis.object = object;\n\tthis.update();\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3Helper( box, hex ) {\n\n\tthis.type = 'Box3Helper';\n\n\tthis.box = box;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\tvar positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\tvar geometry = new BufferGeometry();\n\n\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\tthis.geometry.computeBoundingSphere();\n\n\tthis.onBeforeRender();\n\n}\n\nBox3Helper.prototype = Object.create( LineSegments.prototype );\nBox3Helper.prototype.constructor = Box3Helper;\n\nBox3Helper.prototype.onBeforeRender = function () {\n\n\tvar box = this.box;\n\n\tif ( box.isEmpty() ) return;\n\n\tbox.getCenter( this.position );\n\n\tbox.getSize( this.scale );\n\n\tthis.scale.multiplyScalar( 0.5 );\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction PlaneHelper( plane, size, hex ) {\n\n\tthis.type = 'PlaneHelper';\n\n\tthis.plane = plane;\n\n\tthis.size = ( size === undefined ) ? 1 : size;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\tgeometry.computeBoundingSphere();\n\n\tLine.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\t//\n\n\tvar positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\tvar geometry2 = new BufferGeometry();\n\tgeometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\tgeometry2.computeBoundingSphere();\n\n\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );\n\n\t//\n\n\tthis.onBeforeRender();\n\n}\n\nPlaneHelper.prototype = Object.create( Line.prototype );\nPlaneHelper.prototype.constructor = PlaneHelper;\n\nPlaneHelper.prototype.onBeforeRender = function () {\n\n\tvar scale = - this.plane.constant;\n\n\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\tthis.lookAt( this.plane.normal );\n\n\tthis.updateMatrixWorld();\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author zz85 / http://github.com/zz85\n * @author bhouston / http://clara.io\n *\n * Creates an arrow for visualizing directions\n *\n * Parameters:\n * dir - Vector3\n * origin - Vector3\n * length - Number\n * color - color in hex value\n * headLength - Number\n * headWidth - Number\n */\n\nvar lineGeometry;\nvar coneGeometry;\n\nfunction ArrowHelper( dir, origin, length, color, headLength, headWidth ) {\n\n\t// dir is assumed to be normalized\n\n\tObject3D.call( this );\n\n\tif ( color === undefined ) color = 0xffff00;\n\tif ( length === undefined ) length = 1;\n\tif ( headLength === undefined ) headLength = 0.2 * length;\n\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\tif ( lineGeometry === undefined ) {\n\n\t\tlineGeometry = new BufferGeometry();\n\t\tlineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\tconeGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\tconeGeometry.translate( 0, - 0.5, 0 );\n\n\t}\n\n\tthis.position.copy( origin );\n\n\tthis.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );\n\tthis.line.matrixAutoUpdate = false;\n\tthis.add( this.line );\n\n\tthis.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );\n\tthis.cone.matrixAutoUpdate = false;\n\tthis.add( this.cone );\n\n\tthis.setDirection( dir );\n\tthis.setLength( length, headLength, headWidth );\n\n}\n\nArrowHelper.prototype = Object.create( Object3D.prototype );\nArrowHelper.prototype.constructor = ArrowHelper;\n\nArrowHelper.prototype.setDirection = ( function () {\n\n\tvar axis = new Vector3();\n\tvar radians;\n\n\treturn function setDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\taxis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tradians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( axis, radians );\n\n\t\t}\n\n\t};\n\n}() );\n\nArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {\n\n\tif ( headLength === undefined ) headLength = 0.2 * length;\n\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\tthis.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );\n\tthis.line.updateMatrix();\n\n\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\tthis.cone.position.y = length;\n\tthis.cone.updateMatrix();\n\n};\n\nArrowHelper.prototype.setColor = function ( color ) {\n\n\tthis.line.material.color.copy( color );\n\tthis.cone.material.color.copy( color );\n\n};\n\n/**\n * @author sroucheray / http://sroucheray.org/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AxisHelper( size ) {\n\n\tsize = size || 1;\n\n\tvar vertices = [\n\t\t0, 0, 0, size, 0, 0,\n\t\t0, 0, 0, 0, size, 0,\n\t\t0, 0, 0, 0, 0, size\n\t];\n\n\tvar colors = [\n\t\t1, 0, 0, 1, 0.6, 0,\n\t\t0, 1, 0, 0.6, 1, 0,\n\t\t0, 0, 1, 0, 0.6, 1\n\t];\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nAxisHelper.prototype = Object.create( LineSegments.prototype );\nAxisHelper.prototype.constructor = AxisHelper;\n\n/**\n * @author zz85 https://github.com/zz85\n *\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tvar c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tvar t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tvar t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tvar t2 = t * t;\n\t\t\tvar t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nvar tmp = new Vector3();\nvar px = new CubicPoly();\nvar py = new CubicPoly();\nvar pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points ) {\n\n\tCurve.call( this );\n\n\tif ( points.length < 2 ) console.warn( 'THREE.CatmullRomCurve3: Points array needs at least two entries.' );\n\n\tthis.points = points || [];\n\tthis.closed = false;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.getPoint = function ( t ) {\n\n\tvar points = this.points;\n\tvar l = points.length;\n\n\tvar point = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tvar intPoint = Math.floor( point );\n\tvar weight = point - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tvar p0, p1, p2, p3; // 4 points\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tp1 = points[ intPoint % l ];\n\tp2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tvar pow = this.type === 'chordal' ? 0.5 : 0.25;\n\t\tvar dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tvar dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tvar dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.type === 'catmullrom' ) {\n\n\t\tvar tension = this.tension !== undefined ? this.tension : 0.5;\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );\n\n\t}\n\n\treturn new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );\n\n};\n\nfunction CubicBezierCurve3( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.getPoint = function ( t ) {\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\treturn new Vector3(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n};\n\nfunction QuadraticBezierCurve3( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t ) {\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\treturn new Vector3(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n};\n\nfunction LineCurve3( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.getPoint = function ( t ) {\n\n\tif ( t === 1 ) {\n\n\t\treturn this.v2.clone();\n\n\t}\n\n\tvar vector = new Vector3();\n\n\tvector.subVectors( this.v2, this.v1 ); // diff\n\tvector.multiplyScalar( t );\n\tvector.add( this.v1 );\n\n\treturn vector;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( geometry, materials ) {\n\n\t\tvar group = new Group();\n\n\t\tfor ( var i = 0, l = materials.length; i < l; i ++ ) {\n\n\t\t\tgroup.add( new Mesh( geometry, materials[ i ] ) );\n\n\t\t}\n\n\t\treturn group;\n\n\t},\n\n\tdetach: function ( child, parent, scene ) {\n\n\t\tchild.applyMatrix( parent.matrixWorld );\n\t\tparent.remove( child );\n\t\tscene.add( child );\n\n\t},\n\n\tattach: function ( child, scene, parent ) {\n\n\t\tchild.applyMatrix( new Matrix4().getInverse( parent.matrixWorld ) );\n\n\t\tscene.remove( child );\n\t\tparent.add( child );\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Face4( a, b, c, d, normal, color, materialIndex ) {\n\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nvar LineStrip = 0;\n\nvar LinePieces = 1;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials ) {\n\n\tif ( materials === undefined ) materials = [];\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setDynamic( true );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( a ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( optionalTarget ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( samplingCoef ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n_Math.random16 = function () {\n\n\tconsole.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );\n\treturn Math.random();\n\n};\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( a ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBuffer: function( buffer, offset, length ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );\n\t\treturn this.applyToBufferAttribute( buffer );\n\n\t},\n\tapplyToVector3Array: function( array, offset, length ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tvar v1;\n\n\t\treturn function getPosition() {\n\n\t\t\tif ( v1 === undefined ) v1 = new Vector3();\n\t\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\t\treturn v1.setFromMatrixColumn( this, 3 );\n\n\t\t};\n\n\t}(),\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( a ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBuffer: function( buffer, offset, length ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );\n\t\treturn this.applyToBufferAttribute( buffer );\n\n\t},\n\tapplyToVector3Array: function( array, offset, length ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t}\n\n} );\n\n//\n\nGeometry.prototype.computeTangents = function () {\n\n\tconsole.warn( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n};\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( \"THREE.PerspectiveCamera.setLens is deprecated. \" +\n\t\t\t\"Use .setFocalLength and .filmGauge for a photographic setup.\" );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.cullFace;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );\n\t\t\tthis.shadowMap.cullFace = value;\n\n\t\t}\n\t}\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\treturn this.renderReverseSided ? CullFaceFront : CullFaceBack;\n\n\t\t},\n\t\tset: function ( cullFace ) {\n\n\t\t\tvar value = ( cullFace !== CullFaceBack );\n\t\t\tconsole.warn( \"WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to \" + value + \".\" );\n\t\t\tthis.renderReverseSided = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tvar scope = this;\n\tvar audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\n//\n\nvar GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tvar matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nvar ImageUtils = {\n\n\tcrossOrigin: undefined,\n\n\tloadTexture: function ( url, mapping, onLoad, onError ) {\n\n\t\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\t\tvar loader = new TextureLoader();\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\tvar texture = loader.load( url, onLoad, undefined, onError );\n\n\t\tif ( mapping ) texture.mapping = mapping;\n\n\t\treturn texture;\n\n\t},\n\n\tloadTextureCube: function ( urls, mapping, onLoad, onError ) {\n\n\t\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\t\tvar loader = new CubeTextureLoader();\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\tvar texture = loader.load( urls, onLoad, undefined, onError );\n\n\t\tif ( mapping ) texture.mapping = mapping;\n\n\t\treturn texture;\n\n\t},\n\n\tloadCompressedTexture: function () {\n\n\t\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n\t},\n\n\tloadCompressedTextureCube: function () {\n\n\t\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n\t}\n\n};\n\n//\n\nfunction Projector() {\n\n\tconsole.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );\n\n\tthis.projectVector = function ( vector, camera ) {\n\n\t\tconsole.warn( 'THREE.Projector: .projectVector() is now vector.project().' );\n\t\tvector.project( camera );\n\n\t};\n\n\tthis.unprojectVector = function ( vector, camera ) {\n\n\t\tconsole.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );\n\t\tvector.unproject( camera );\n\n\t};\n\n\tthis.pickingRay = function () {\n\n\t\tconsole.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );\n\n\t};\n\n}\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );\n\n\tthis.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tthis.clear = function () {};\n\tthis.render = function () {};\n\tthis.setClearColor = function () {};\n\tthis.setSize = function () {};\n\n}\n\nexport { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, LensFlare, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, FontLoader, FileLoader, Loader, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, GeometryIdCount, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, Box3Helper, PlaneHelper, ArrowHelper, AxisHelper, CatmullRomCurve3, CubicBezierCurve3, QuadraticBezierCurve3, LineCurve3, ArcCurve, EllipseCurve, SplineCurve, CubicBezierCurve, QuadraticBezierCurve, LineCurve, Shape, Path, ShapePath, Font, CurvePath, Curve, ShapeUtils, SceneUtils, WebGLUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, TextBufferGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, ExtrudeBufferGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, MultiMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, ImageUtils, Projector, CanvasRenderer };\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three/build/three.module.js\n// module id = 6\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 3x3 Matrix\r\n * @module mat3\r\n */\r\n\r\n/**\r\n * Creates a new identity mat3\r\n *\r\n * @returns {mat3} a new 3x3 matrix\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(9);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[5] = 0;\r\n out[6] = 0;\r\n out[7] = 0;\r\n }\r\n out[0] = 1;\r\n out[4] = 1;\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Copies the upper-left 3x3 values into the given mat3.\r\n *\r\n * @param {mat3} out the receiving 3x3 matrix\r\n * @param {mat4} a the source 4x4 matrix\r\n * @returns {mat3} out\r\n */\r\nexport function fromMat4(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[4];\r\n out[4] = a[5];\r\n out[5] = a[6];\r\n out[6] = a[8];\r\n out[7] = a[9];\r\n out[8] = a[10];\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new mat3 initialized with values from an existing matrix\r\n *\r\n * @param {mat3} a matrix to clone\r\n * @returns {mat3} a new 3x3 matrix\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(9);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n out[8] = a[8];\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one mat3 to another\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the source matrix\r\n * @returns {mat3} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n out[8] = a[8];\r\n return out;\r\n}\r\n\r\n/**\r\n * Create a new mat3 with the given values\r\n *\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\r\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\r\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\r\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\r\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\r\n * @returns {mat3} A new mat3\r\n */\r\nexport function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\r\n var out = new glMatrix.ARRAY_TYPE(9);\r\n out[0] = m00;\r\n out[1] = m01;\r\n out[2] = m02;\r\n out[3] = m10;\r\n out[4] = m11;\r\n out[5] = m12;\r\n out[6] = m20;\r\n out[7] = m21;\r\n out[8] = m22;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a mat3 to the given values\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\r\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\r\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\r\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\r\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\r\n * @returns {mat3} out\r\n */\r\nexport function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\r\n out[0] = m00;\r\n out[1] = m01;\r\n out[2] = m02;\r\n out[3] = m10;\r\n out[4] = m11;\r\n out[5] = m12;\r\n out[6] = m20;\r\n out[7] = m21;\r\n out[8] = m22;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set a mat3 to the identity matrix\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @returns {mat3} out\r\n */\r\nexport function identity(out) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 1;\r\n out[5] = 0;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transpose the values of a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the source matrix\r\n * @returns {mat3} out\r\n */\r\nexport function transpose(out, a) {\r\n // If we are transposing ourselves we can skip a few steps but have to cache some values\r\n if (out === a) {\r\n var a01 = a[1],\r\n a02 = a[2],\r\n a12 = a[5];\r\n out[1] = a[3];\r\n out[2] = a[6];\r\n out[3] = a01;\r\n out[5] = a[7];\r\n out[6] = a02;\r\n out[7] = a12;\r\n } else {\r\n out[0] = a[0];\r\n out[1] = a[3];\r\n out[2] = a[6];\r\n out[3] = a[1];\r\n out[4] = a[4];\r\n out[5] = a[7];\r\n out[6] = a[2];\r\n out[7] = a[5];\r\n out[8] = a[8];\r\n }\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Inverts a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the source matrix\r\n * @returns {mat3} out\r\n */\r\nexport function invert(out, a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2];\r\n var a10 = a[3],\r\n a11 = a[4],\r\n a12 = a[5];\r\n var a20 = a[6],\r\n a21 = a[7],\r\n a22 = a[8];\r\n\r\n var b01 = a22 * a11 - a12 * a21;\r\n var b11 = -a22 * a10 + a12 * a20;\r\n var b21 = a21 * a10 - a11 * a20;\r\n\r\n // Calculate the determinant\r\n var det = a00 * b01 + a01 * b11 + a02 * b21;\r\n\r\n if (!det) {\r\n return null;\r\n }\r\n det = 1.0 / det;\r\n\r\n out[0] = b01 * det;\r\n out[1] = (-a22 * a01 + a02 * a21) * det;\r\n out[2] = (a12 * a01 - a02 * a11) * det;\r\n out[3] = b11 * det;\r\n out[4] = (a22 * a00 - a02 * a20) * det;\r\n out[5] = (-a12 * a00 + a02 * a10) * det;\r\n out[6] = b21 * det;\r\n out[7] = (-a21 * a00 + a01 * a20) * det;\r\n out[8] = (a11 * a00 - a01 * a10) * det;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the adjugate of a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the source matrix\r\n * @returns {mat3} out\r\n */\r\nexport function adjoint(out, a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2];\r\n var a10 = a[3],\r\n a11 = a[4],\r\n a12 = a[5];\r\n var a20 = a[6],\r\n a21 = a[7],\r\n a22 = a[8];\r\n\r\n out[0] = a11 * a22 - a12 * a21;\r\n out[1] = a02 * a21 - a01 * a22;\r\n out[2] = a01 * a12 - a02 * a11;\r\n out[3] = a12 * a20 - a10 * a22;\r\n out[4] = a00 * a22 - a02 * a20;\r\n out[5] = a02 * a10 - a00 * a12;\r\n out[6] = a10 * a21 - a11 * a20;\r\n out[7] = a01 * a20 - a00 * a21;\r\n out[8] = a00 * a11 - a01 * a10;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the determinant of a mat3\r\n *\r\n * @param {mat3} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\r\nexport function determinant(a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2];\r\n var a10 = a[3],\r\n a11 = a[4],\r\n a12 = a[5];\r\n var a20 = a[6],\r\n a21 = a[7],\r\n a22 = a[8];\r\n\r\n return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);\r\n}\r\n\r\n/**\r\n * Multiplies two mat3's\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the first operand\r\n * @param {mat3} b the second operand\r\n * @returns {mat3} out\r\n */\r\nexport function multiply(out, a, b) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2];\r\n var a10 = a[3],\r\n a11 = a[4],\r\n a12 = a[5];\r\n var a20 = a[6],\r\n a21 = a[7],\r\n a22 = a[8];\r\n\r\n var b00 = b[0],\r\n b01 = b[1],\r\n b02 = b[2];\r\n var b10 = b[3],\r\n b11 = b[4],\r\n b12 = b[5];\r\n var b20 = b[6],\r\n b21 = b[7],\r\n b22 = b[8];\r\n\r\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\r\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\r\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\r\n\r\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\r\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\r\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\r\n\r\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\r\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\r\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\r\n return out;\r\n}\r\n\r\n/**\r\n * Translate a mat3 by the given vector\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the matrix to translate\r\n * @param {vec2} v vector to translate by\r\n * @returns {mat3} out\r\n */\r\nexport function translate(out, a, v) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a10 = a[3],\r\n a11 = a[4],\r\n a12 = a[5],\r\n a20 = a[6],\r\n a21 = a[7],\r\n a22 = a[8],\r\n x = v[0],\r\n y = v[1];\r\n\r\n out[0] = a00;\r\n out[1] = a01;\r\n out[2] = a02;\r\n\r\n out[3] = a10;\r\n out[4] = a11;\r\n out[5] = a12;\r\n\r\n out[6] = x * a00 + y * a10 + a20;\r\n out[7] = x * a01 + y * a11 + a21;\r\n out[8] = x * a02 + y * a12 + a22;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a mat3 by the given angle\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat3} out\r\n */\r\nexport function rotate(out, a, rad) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a10 = a[3],\r\n a11 = a[4],\r\n a12 = a[5],\r\n a20 = a[6],\r\n a21 = a[7],\r\n a22 = a[8],\r\n s = Math.sin(rad),\r\n c = Math.cos(rad);\r\n\r\n out[0] = c * a00 + s * a10;\r\n out[1] = c * a01 + s * a11;\r\n out[2] = c * a02 + s * a12;\r\n\r\n out[3] = c * a10 - s * a00;\r\n out[4] = c * a11 - s * a01;\r\n out[5] = c * a12 - s * a02;\r\n\r\n out[6] = a20;\r\n out[7] = a21;\r\n out[8] = a22;\r\n return out;\r\n};\r\n\r\n/**\r\n * Scales the mat3 by the dimensions in the given vec2\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the matrix to rotate\r\n * @param {vec2} v the vec2 to scale the matrix by\r\n * @returns {mat3} out\r\n **/\r\nexport function scale(out, a, v) {\r\n var x = v[0],\r\n y = v[1];\r\n\r\n out[0] = x * a[0];\r\n out[1] = x * a[1];\r\n out[2] = x * a[2];\r\n\r\n out[3] = y * a[3];\r\n out[4] = y * a[4];\r\n out[5] = y * a[5];\r\n\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n out[8] = a[8];\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector translation\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat3.identity(dest);\r\n * mat3.translate(dest, dest, vec);\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {vec2} v Translation vector\r\n * @returns {mat3} out\r\n */\r\nexport function fromTranslation(out, v) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 1;\r\n out[5] = 0;\r\n out[6] = v[0];\r\n out[7] = v[1];\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a given angle\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat3.identity(dest);\r\n * mat3.rotate(dest, dest, rad);\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat3} out\r\n */\r\nexport function fromRotation(out, rad) {\r\n var s = Math.sin(rad),\r\n c = Math.cos(rad);\r\n\r\n out[0] = c;\r\n out[1] = s;\r\n out[2] = 0;\r\n\r\n out[3] = -s;\r\n out[4] = c;\r\n out[5] = 0;\r\n\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat3.identity(dest);\r\n * mat3.scale(dest, dest, vec);\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {vec2} v Scaling vector\r\n * @returns {mat3} out\r\n */\r\nexport function fromScaling(out, v) {\r\n out[0] = v[0];\r\n out[1] = 0;\r\n out[2] = 0;\r\n\r\n out[3] = 0;\r\n out[4] = v[1];\r\n out[5] = 0;\r\n\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Copies the values from a mat2d into a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat2d} a the matrix to copy\r\n * @returns {mat3} out\r\n **/\r\nexport function fromMat2d(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = 0;\r\n\r\n out[3] = a[2];\r\n out[4] = a[3];\r\n out[5] = 0;\r\n\r\n out[6] = a[4];\r\n out[7] = a[5];\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n* Calculates a 3x3 matrix from the given quaternion\r\n*\r\n* @param {mat3} out mat3 receiving operation result\r\n* @param {quat} q Quaternion to create matrix from\r\n*\r\n* @returns {mat3} out\r\n*/\r\nexport function fromQuat(out, q) {\r\n var x = q[0],\r\n y = q[1],\r\n z = q[2],\r\n w = q[3];\r\n var x2 = x + x;\r\n var y2 = y + y;\r\n var z2 = z + z;\r\n\r\n var xx = x * x2;\r\n var yx = y * x2;\r\n var yy = y * y2;\r\n var zx = z * x2;\r\n var zy = z * y2;\r\n var zz = z * z2;\r\n var wx = w * x2;\r\n var wy = w * y2;\r\n var wz = w * z2;\r\n\r\n out[0] = 1 - yy - zz;\r\n out[3] = yx - wz;\r\n out[6] = zx + wy;\r\n\r\n out[1] = yx + wz;\r\n out[4] = 1 - xx - zz;\r\n out[7] = zy - wx;\r\n\r\n out[2] = zx - wy;\r\n out[5] = zy + wx;\r\n out[8] = 1 - xx - yy;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\r\n*\r\n* @param {mat3} out mat3 receiving operation result\r\n* @param {mat4} a Mat4 to derive the normal matrix from\r\n*\r\n* @returns {mat3} out\r\n*/\r\nexport function normalFromMat4(out, a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a03 = a[3];\r\n var a10 = a[4],\r\n a11 = a[5],\r\n a12 = a[6],\r\n a13 = a[7];\r\n var a20 = a[8],\r\n a21 = a[9],\r\n a22 = a[10],\r\n a23 = a[11];\r\n var a30 = a[12],\r\n a31 = a[13],\r\n a32 = a[14],\r\n a33 = a[15];\r\n\r\n var b00 = a00 * a11 - a01 * a10;\r\n var b01 = a00 * a12 - a02 * a10;\r\n var b02 = a00 * a13 - a03 * a10;\r\n var b03 = a01 * a12 - a02 * a11;\r\n var b04 = a01 * a13 - a03 * a11;\r\n var b05 = a02 * a13 - a03 * a12;\r\n var b06 = a20 * a31 - a21 * a30;\r\n var b07 = a20 * a32 - a22 * a30;\r\n var b08 = a20 * a33 - a23 * a30;\r\n var b09 = a21 * a32 - a22 * a31;\r\n var b10 = a21 * a33 - a23 * a31;\r\n var b11 = a22 * a33 - a23 * a32;\r\n\r\n // Calculate the determinant\r\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\r\n\r\n if (!det) {\r\n return null;\r\n }\r\n det = 1.0 / det;\r\n\r\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\r\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\r\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\r\n\r\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\r\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\r\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\r\n\r\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\r\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\r\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a 2D projection matrix with the given bounds\r\n *\r\n * @param {mat3} out mat3 frustum matrix will be written into\r\n * @param {number} width Width of your gl context\r\n * @param {number} height Height of gl context\r\n * @returns {mat3} out\r\n */\r\nexport function projection(out, width, height) {\r\n out[0] = 2 / width;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = -2 / height;\r\n out[5] = 0;\r\n out[6] = -1;\r\n out[7] = 1;\r\n out[8] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a string representation of a mat3\r\n *\r\n * @param {mat3} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\r\nexport function str(a) {\r\n return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')';\r\n}\r\n\r\n/**\r\n * Returns Frobenius norm of a mat3\r\n *\r\n * @param {mat3} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\r\nexport function frob(a) {\r\n return Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2));\r\n}\r\n\r\n/**\r\n * Adds two mat3's\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the first operand\r\n * @param {mat3} b the second operand\r\n * @returns {mat3} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n out[3] = a[3] + b[3];\r\n out[4] = a[4] + b[4];\r\n out[5] = a[5] + b[5];\r\n out[6] = a[6] + b[6];\r\n out[7] = a[7] + b[7];\r\n out[8] = a[8] + b[8];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the first operand\r\n * @param {mat3} b the second operand\r\n * @returns {mat3} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n out[2] = a[2] - b[2];\r\n out[3] = a[3] - b[3];\r\n out[4] = a[4] - b[4];\r\n out[5] = a[5] - b[5];\r\n out[6] = a[6] - b[6];\r\n out[7] = a[7] - b[7];\r\n out[8] = a[8] - b[8];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {mat3} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat3} out\r\n */\r\nexport function multiplyScalar(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n out[3] = a[3] * b;\r\n out[4] = a[4] * b;\r\n out[5] = a[5] * b;\r\n out[6] = a[6] * b;\r\n out[7] = a[7] * b;\r\n out[8] = a[8] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat3} out the receiving vector\r\n * @param {mat3} a the first operand\r\n * @param {mat3} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat3} out\r\n */\r\nexport function multiplyScalarAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n out[2] = a[2] + b[2] * scale;\r\n out[3] = a[3] + b[3] * scale;\r\n out[4] = a[4] + b[4] * scale;\r\n out[5] = a[5] + b[5] * scale;\r\n out[6] = a[6] + b[6] * scale;\r\n out[7] = a[7] + b[7] * scale;\r\n out[8] = a[8] + b[8] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {mat3} a The first matrix.\r\n * @param {mat3} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {mat3} a The first matrix.\r\n * @param {mat3} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5],\r\n a6 = a[6],\r\n a7 = a[7],\r\n a8 = a[8];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3],\r\n b4 = b[4],\r\n b5 = b[5],\r\n b6 = b[6],\r\n b7 = b[7],\r\n b8 = b[8];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));\r\n}\r\n\r\n/**\r\n * Alias for {@link mat3.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link mat3.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/mat3.js\n// module id = 7\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 4x4 Matrix
                      Format: column-major, when typed out it looks like row-major
                      The matrices are being post multiplied.\r\n * @module mat4\r\n */\r\n\r\n/**\r\n * Creates a new identity mat4\r\n *\r\n * @returns {mat4} a new 4x4 matrix\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(16);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n }\r\n out[0] = 1;\r\n out[5] = 1;\r\n out[10] = 1;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new mat4 initialized with values from an existing matrix\r\n *\r\n * @param {mat4} a matrix to clone\r\n * @returns {mat4} a new 4x4 matrix\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(16);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n out[8] = a[8];\r\n out[9] = a[9];\r\n out[10] = a[10];\r\n out[11] = a[11];\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one mat4 to another\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the source matrix\r\n * @returns {mat4} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n out[8] = a[8];\r\n out[9] = a[9];\r\n out[10] = a[10];\r\n out[11] = a[11];\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n return out;\r\n}\r\n\r\n/**\r\n * Create a new mat4 with the given values\r\n *\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\r\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\r\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\r\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\r\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\r\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\r\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\r\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\r\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\r\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\r\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\r\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\r\n * @returns {mat4} A new mat4\r\n */\r\nexport function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\r\n var out = new glMatrix.ARRAY_TYPE(16);\r\n out[0] = m00;\r\n out[1] = m01;\r\n out[2] = m02;\r\n out[3] = m03;\r\n out[4] = m10;\r\n out[5] = m11;\r\n out[6] = m12;\r\n out[7] = m13;\r\n out[8] = m20;\r\n out[9] = m21;\r\n out[10] = m22;\r\n out[11] = m23;\r\n out[12] = m30;\r\n out[13] = m31;\r\n out[14] = m32;\r\n out[15] = m33;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a mat4 to the given values\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\r\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\r\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\r\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\r\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\r\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\r\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\r\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\r\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\r\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\r\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\r\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\r\n * @returns {mat4} out\r\n */\r\nexport function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\r\n out[0] = m00;\r\n out[1] = m01;\r\n out[2] = m02;\r\n out[3] = m03;\r\n out[4] = m10;\r\n out[5] = m11;\r\n out[6] = m12;\r\n out[7] = m13;\r\n out[8] = m20;\r\n out[9] = m21;\r\n out[10] = m22;\r\n out[11] = m23;\r\n out[12] = m30;\r\n out[13] = m31;\r\n out[14] = m32;\r\n out[15] = m33;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set a mat4 to the identity matrix\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @returns {mat4} out\r\n */\r\nexport function identity(out) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = 1;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[10] = 1;\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transpose the values of a mat4\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the source matrix\r\n * @returns {mat4} out\r\n */\r\nexport function transpose(out, a) {\r\n // If we are transposing ourselves we can skip a few steps but have to cache some values\r\n if (out === a) {\r\n var a01 = a[1],\r\n a02 = a[2],\r\n a03 = a[3];\r\n var a12 = a[6],\r\n a13 = a[7];\r\n var a23 = a[11];\r\n\r\n out[1] = a[4];\r\n out[2] = a[8];\r\n out[3] = a[12];\r\n out[4] = a01;\r\n out[6] = a[9];\r\n out[7] = a[13];\r\n out[8] = a02;\r\n out[9] = a12;\r\n out[11] = a[14];\r\n out[12] = a03;\r\n out[13] = a13;\r\n out[14] = a23;\r\n } else {\r\n out[0] = a[0];\r\n out[1] = a[4];\r\n out[2] = a[8];\r\n out[3] = a[12];\r\n out[4] = a[1];\r\n out[5] = a[5];\r\n out[6] = a[9];\r\n out[7] = a[13];\r\n out[8] = a[2];\r\n out[9] = a[6];\r\n out[10] = a[10];\r\n out[11] = a[14];\r\n out[12] = a[3];\r\n out[13] = a[7];\r\n out[14] = a[11];\r\n out[15] = a[15];\r\n }\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Inverts a mat4\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the source matrix\r\n * @returns {mat4} out\r\n */\r\nexport function invert(out, a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a03 = a[3];\r\n var a10 = a[4],\r\n a11 = a[5],\r\n a12 = a[6],\r\n a13 = a[7];\r\n var a20 = a[8],\r\n a21 = a[9],\r\n a22 = a[10],\r\n a23 = a[11];\r\n var a30 = a[12],\r\n a31 = a[13],\r\n a32 = a[14],\r\n a33 = a[15];\r\n\r\n var b00 = a00 * a11 - a01 * a10;\r\n var b01 = a00 * a12 - a02 * a10;\r\n var b02 = a00 * a13 - a03 * a10;\r\n var b03 = a01 * a12 - a02 * a11;\r\n var b04 = a01 * a13 - a03 * a11;\r\n var b05 = a02 * a13 - a03 * a12;\r\n var b06 = a20 * a31 - a21 * a30;\r\n var b07 = a20 * a32 - a22 * a30;\r\n var b08 = a20 * a33 - a23 * a30;\r\n var b09 = a21 * a32 - a22 * a31;\r\n var b10 = a21 * a33 - a23 * a31;\r\n var b11 = a22 * a33 - a23 * a32;\r\n\r\n // Calculate the determinant\r\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\r\n\r\n if (!det) {\r\n return null;\r\n }\r\n det = 1.0 / det;\r\n\r\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\r\n out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\r\n out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\r\n out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;\r\n out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\r\n out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\r\n out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\r\n out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;\r\n out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\r\n out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\r\n out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\r\n out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;\r\n out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;\r\n out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;\r\n out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;\r\n out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the adjugate of a mat4\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the source matrix\r\n * @returns {mat4} out\r\n */\r\nexport function adjoint(out, a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a03 = a[3];\r\n var a10 = a[4],\r\n a11 = a[5],\r\n a12 = a[6],\r\n a13 = a[7];\r\n var a20 = a[8],\r\n a21 = a[9],\r\n a22 = a[10],\r\n a23 = a[11];\r\n var a30 = a[12],\r\n a31 = a[13],\r\n a32 = a[14],\r\n a33 = a[15];\r\n\r\n out[0] = a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22);\r\n out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));\r\n out[2] = a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12);\r\n out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));\r\n out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));\r\n out[5] = a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22);\r\n out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));\r\n out[7] = a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12);\r\n out[8] = a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21);\r\n out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));\r\n out[10] = a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11);\r\n out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));\r\n out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));\r\n out[13] = a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21);\r\n out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));\r\n out[15] = a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11);\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the determinant of a mat4\r\n *\r\n * @param {mat4} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\r\nexport function determinant(a) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a03 = a[3];\r\n var a10 = a[4],\r\n a11 = a[5],\r\n a12 = a[6],\r\n a13 = a[7];\r\n var a20 = a[8],\r\n a21 = a[9],\r\n a22 = a[10],\r\n a23 = a[11];\r\n var a30 = a[12],\r\n a31 = a[13],\r\n a32 = a[14],\r\n a33 = a[15];\r\n\r\n var b00 = a00 * a11 - a01 * a10;\r\n var b01 = a00 * a12 - a02 * a10;\r\n var b02 = a00 * a13 - a03 * a10;\r\n var b03 = a01 * a12 - a02 * a11;\r\n var b04 = a01 * a13 - a03 * a11;\r\n var b05 = a02 * a13 - a03 * a12;\r\n var b06 = a20 * a31 - a21 * a30;\r\n var b07 = a20 * a32 - a22 * a30;\r\n var b08 = a20 * a33 - a23 * a30;\r\n var b09 = a21 * a32 - a22 * a31;\r\n var b10 = a21 * a33 - a23 * a31;\r\n var b11 = a22 * a33 - a23 * a32;\r\n\r\n // Calculate the determinant\r\n return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\r\n}\r\n\r\n/**\r\n * Multiplies two mat4s\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the first operand\r\n * @param {mat4} b the second operand\r\n * @returns {mat4} out\r\n */\r\nexport function multiply(out, a, b) {\r\n var a00 = a[0],\r\n a01 = a[1],\r\n a02 = a[2],\r\n a03 = a[3];\r\n var a10 = a[4],\r\n a11 = a[5],\r\n a12 = a[6],\r\n a13 = a[7];\r\n var a20 = a[8],\r\n a21 = a[9],\r\n a22 = a[10],\r\n a23 = a[11];\r\n var a30 = a[12],\r\n a31 = a[13],\r\n a32 = a[14],\r\n a33 = a[15];\r\n\r\n // Cache only the current line of the second matrix\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3];\r\n out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\r\n out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\r\n out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\r\n out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\r\n\r\n b0 = b[4];b1 = b[5];b2 = b[6];b3 = b[7];\r\n out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\r\n out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\r\n out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\r\n out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\r\n\r\n b0 = b[8];b1 = b[9];b2 = b[10];b3 = b[11];\r\n out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\r\n out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\r\n out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\r\n out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\r\n\r\n b0 = b[12];b1 = b[13];b2 = b[14];b3 = b[15];\r\n out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\r\n out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\r\n out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\r\n out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\r\n return out;\r\n}\r\n\r\n/**\r\n * Translate a mat4 by the given vector\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to translate\r\n * @param {vec3} v vector to translate by\r\n * @returns {mat4} out\r\n */\r\nexport function translate(out, a, v) {\r\n var x = v[0],\r\n y = v[1],\r\n z = v[2];\r\n var a00 = void 0,\r\n a01 = void 0,\r\n a02 = void 0,\r\n a03 = void 0;\r\n var a10 = void 0,\r\n a11 = void 0,\r\n a12 = void 0,\r\n a13 = void 0;\r\n var a20 = void 0,\r\n a21 = void 0,\r\n a22 = void 0,\r\n a23 = void 0;\r\n\r\n if (a === out) {\r\n out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];\r\n out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];\r\n out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];\r\n out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];\r\n } else {\r\n a00 = a[0];a01 = a[1];a02 = a[2];a03 = a[3];\r\n a10 = a[4];a11 = a[5];a12 = a[6];a13 = a[7];\r\n a20 = a[8];a21 = a[9];a22 = a[10];a23 = a[11];\r\n\r\n out[0] = a00;out[1] = a01;out[2] = a02;out[3] = a03;\r\n out[4] = a10;out[5] = a11;out[6] = a12;out[7] = a13;\r\n out[8] = a20;out[9] = a21;out[10] = a22;out[11] = a23;\r\n\r\n out[12] = a00 * x + a10 * y + a20 * z + a[12];\r\n out[13] = a01 * x + a11 * y + a21 * z + a[13];\r\n out[14] = a02 * x + a12 * y + a22 * z + a[14];\r\n out[15] = a03 * x + a13 * y + a23 * z + a[15];\r\n }\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Scales the mat4 by the dimensions in the given vec3 not using vectorization\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to scale\r\n * @param {vec3} v the vec3 to scale the matrix by\r\n * @returns {mat4} out\r\n **/\r\nexport function scale(out, a, v) {\r\n var x = v[0],\r\n y = v[1],\r\n z = v[2];\r\n\r\n out[0] = a[0] * x;\r\n out[1] = a[1] * x;\r\n out[2] = a[2] * x;\r\n out[3] = a[3] * x;\r\n out[4] = a[4] * y;\r\n out[5] = a[5] * y;\r\n out[6] = a[6] * y;\r\n out[7] = a[7] * y;\r\n out[8] = a[8] * z;\r\n out[9] = a[9] * z;\r\n out[10] = a[10] * z;\r\n out[11] = a[11] * z;\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a mat4 by the given angle around the given axis\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @param {vec3} axis the axis to rotate around\r\n * @returns {mat4} out\r\n */\r\nexport function rotate(out, a, rad, axis) {\r\n var x = axis[0],\r\n y = axis[1],\r\n z = axis[2];\r\n var len = Math.sqrt(x * x + y * y + z * z);\r\n var s = void 0,\r\n c = void 0,\r\n t = void 0;\r\n var a00 = void 0,\r\n a01 = void 0,\r\n a02 = void 0,\r\n a03 = void 0;\r\n var a10 = void 0,\r\n a11 = void 0,\r\n a12 = void 0,\r\n a13 = void 0;\r\n var a20 = void 0,\r\n a21 = void 0,\r\n a22 = void 0,\r\n a23 = void 0;\r\n var b00 = void 0,\r\n b01 = void 0,\r\n b02 = void 0;\r\n var b10 = void 0,\r\n b11 = void 0,\r\n b12 = void 0;\r\n var b20 = void 0,\r\n b21 = void 0,\r\n b22 = void 0;\r\n\r\n if (len < glMatrix.EPSILON) {\r\n return null;\r\n }\r\n\r\n len = 1 / len;\r\n x *= len;\r\n y *= len;\r\n z *= len;\r\n\r\n s = Math.sin(rad);\r\n c = Math.cos(rad);\r\n t = 1 - c;\r\n\r\n a00 = a[0];a01 = a[1];a02 = a[2];a03 = a[3];\r\n a10 = a[4];a11 = a[5];a12 = a[6];a13 = a[7];\r\n a20 = a[8];a21 = a[9];a22 = a[10];a23 = a[11];\r\n\r\n // Construct the elements of the rotation matrix\r\n b00 = x * x * t + c;b01 = y * x * t + z * s;b02 = z * x * t - y * s;\r\n b10 = x * y * t - z * s;b11 = y * y * t + c;b12 = z * y * t + x * s;\r\n b20 = x * z * t + y * s;b21 = y * z * t - x * s;b22 = z * z * t + c;\r\n\r\n // Perform rotation-specific matrix multiplication\r\n out[0] = a00 * b00 + a10 * b01 + a20 * b02;\r\n out[1] = a01 * b00 + a11 * b01 + a21 * b02;\r\n out[2] = a02 * b00 + a12 * b01 + a22 * b02;\r\n out[3] = a03 * b00 + a13 * b01 + a23 * b02;\r\n out[4] = a00 * b10 + a10 * b11 + a20 * b12;\r\n out[5] = a01 * b10 + a11 * b11 + a21 * b12;\r\n out[6] = a02 * b10 + a12 * b11 + a22 * b12;\r\n out[7] = a03 * b10 + a13 * b11 + a23 * b12;\r\n out[8] = a00 * b20 + a10 * b21 + a20 * b22;\r\n out[9] = a01 * b20 + a11 * b21 + a21 * b22;\r\n out[10] = a02 * b20 + a12 * b21 + a22 * b22;\r\n out[11] = a03 * b20 + a13 * b21 + a23 * b22;\r\n\r\n if (a !== out) {\r\n // If the source and destination differ, copy the unchanged last row\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a matrix by the given angle around the X axis\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat4} out\r\n */\r\nexport function rotateX(out, a, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n var a10 = a[4];\r\n var a11 = a[5];\r\n var a12 = a[6];\r\n var a13 = a[7];\r\n var a20 = a[8];\r\n var a21 = a[9];\r\n var a22 = a[10];\r\n var a23 = a[11];\r\n\r\n if (a !== out) {\r\n // If the source and destination differ, copy the unchanged rows\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n }\r\n\r\n // Perform axis-specific matrix multiplication\r\n out[4] = a10 * c + a20 * s;\r\n out[5] = a11 * c + a21 * s;\r\n out[6] = a12 * c + a22 * s;\r\n out[7] = a13 * c + a23 * s;\r\n out[8] = a20 * c - a10 * s;\r\n out[9] = a21 * c - a11 * s;\r\n out[10] = a22 * c - a12 * s;\r\n out[11] = a23 * c - a13 * s;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a matrix by the given angle around the Y axis\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat4} out\r\n */\r\nexport function rotateY(out, a, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n var a00 = a[0];\r\n var a01 = a[1];\r\n var a02 = a[2];\r\n var a03 = a[3];\r\n var a20 = a[8];\r\n var a21 = a[9];\r\n var a22 = a[10];\r\n var a23 = a[11];\r\n\r\n if (a !== out) {\r\n // If the source and destination differ, copy the unchanged rows\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n }\r\n\r\n // Perform axis-specific matrix multiplication\r\n out[0] = a00 * c - a20 * s;\r\n out[1] = a01 * c - a21 * s;\r\n out[2] = a02 * c - a22 * s;\r\n out[3] = a03 * c - a23 * s;\r\n out[8] = a00 * s + a20 * c;\r\n out[9] = a01 * s + a21 * c;\r\n out[10] = a02 * s + a22 * c;\r\n out[11] = a03 * s + a23 * c;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a matrix by the given angle around the Z axis\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat4} out\r\n */\r\nexport function rotateZ(out, a, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n var a00 = a[0];\r\n var a01 = a[1];\r\n var a02 = a[2];\r\n var a03 = a[3];\r\n var a10 = a[4];\r\n var a11 = a[5];\r\n var a12 = a[6];\r\n var a13 = a[7];\r\n\r\n if (a !== out) {\r\n // If the source and destination differ, copy the unchanged last row\r\n out[8] = a[8];\r\n out[9] = a[9];\r\n out[10] = a[10];\r\n out[11] = a[11];\r\n out[12] = a[12];\r\n out[13] = a[13];\r\n out[14] = a[14];\r\n out[15] = a[15];\r\n }\r\n\r\n // Perform axis-specific matrix multiplication\r\n out[0] = a00 * c + a10 * s;\r\n out[1] = a01 * c + a11 * s;\r\n out[2] = a02 * c + a12 * s;\r\n out[3] = a03 * c + a13 * s;\r\n out[4] = a10 * c - a00 * s;\r\n out[5] = a11 * c - a01 * s;\r\n out[6] = a12 * c - a02 * s;\r\n out[7] = a13 * c - a03 * s;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector translation\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.translate(dest, dest, vec);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {vec3} v Translation vector\r\n * @returns {mat4} out\r\n */\r\nexport function fromTranslation(out, v) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = 1;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[10] = 1;\r\n out[11] = 0;\r\n out[12] = v[0];\r\n out[13] = v[1];\r\n out[14] = v[2];\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.scale(dest, dest, vec);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {vec3} v Scaling vector\r\n * @returns {mat4} out\r\n */\r\nexport function fromScaling(out, v) {\r\n out[0] = v[0];\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = v[1];\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[10] = v[2];\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a given angle around a given axis\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.rotate(dest, dest, rad, axis);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @param {vec3} axis the axis to rotate around\r\n * @returns {mat4} out\r\n */\r\nexport function fromRotation(out, rad, axis) {\r\n var x = axis[0],\r\n y = axis[1],\r\n z = axis[2];\r\n var len = Math.sqrt(x * x + y * y + z * z);\r\n var s = void 0,\r\n c = void 0,\r\n t = void 0;\r\n\r\n if (len < glMatrix.EPSILON) {\r\n return null;\r\n }\r\n\r\n len = 1 / len;\r\n x *= len;\r\n y *= len;\r\n z *= len;\r\n\r\n s = Math.sin(rad);\r\n c = Math.cos(rad);\r\n t = 1 - c;\r\n\r\n // Perform rotation-specific matrix multiplication\r\n out[0] = x * x * t + c;\r\n out[1] = y * x * t + z * s;\r\n out[2] = z * x * t - y * s;\r\n out[3] = 0;\r\n out[4] = x * y * t - z * s;\r\n out[5] = y * y * t + c;\r\n out[6] = z * y * t + x * s;\r\n out[7] = 0;\r\n out[8] = x * z * t + y * s;\r\n out[9] = y * z * t - x * s;\r\n out[10] = z * z * t + c;\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from the given angle around the X axis\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.rotateX(dest, dest, rad);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat4} out\r\n */\r\nexport function fromXRotation(out, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n\r\n // Perform axis-specific matrix multiplication\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = c;\r\n out[6] = s;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = -s;\r\n out[10] = c;\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from the given angle around the Y axis\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.rotateY(dest, dest, rad);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat4} out\r\n */\r\nexport function fromYRotation(out, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n\r\n // Perform axis-specific matrix multiplication\r\n out[0] = c;\r\n out[1] = 0;\r\n out[2] = -s;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = 1;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = s;\r\n out[9] = 0;\r\n out[10] = c;\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from the given angle around the Z axis\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.rotateZ(dest, dest, rad);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat4} out\r\n */\r\nexport function fromZRotation(out, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n\r\n // Perform axis-specific matrix multiplication\r\n out[0] = c;\r\n out[1] = s;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = -s;\r\n out[5] = c;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[10] = 1;\r\n out[11] = 0;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a quaternion rotation and vector translation\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.translate(dest, vec);\r\n * let quatMat = mat4.create();\r\n * quat4.toMat4(quat, quatMat);\r\n * mat4.multiply(dest, quatMat);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {quat4} q Rotation quaternion\r\n * @param {vec3} v Translation vector\r\n * @returns {mat4} out\r\n */\r\nexport function fromRotationTranslation(out, q, v) {\r\n // Quaternion math\r\n var x = q[0],\r\n y = q[1],\r\n z = q[2],\r\n w = q[3];\r\n var x2 = x + x;\r\n var y2 = y + y;\r\n var z2 = z + z;\r\n\r\n var xx = x * x2;\r\n var xy = x * y2;\r\n var xz = x * z2;\r\n var yy = y * y2;\r\n var yz = y * z2;\r\n var zz = z * z2;\r\n var wx = w * x2;\r\n var wy = w * y2;\r\n var wz = w * z2;\r\n\r\n out[0] = 1 - (yy + zz);\r\n out[1] = xy + wz;\r\n out[2] = xz - wy;\r\n out[3] = 0;\r\n out[4] = xy - wz;\r\n out[5] = 1 - (xx + zz);\r\n out[6] = yz + wx;\r\n out[7] = 0;\r\n out[8] = xz + wy;\r\n out[9] = yz - wx;\r\n out[10] = 1 - (xx + yy);\r\n out[11] = 0;\r\n out[12] = v[0];\r\n out[13] = v[1];\r\n out[14] = v[2];\r\n out[15] = 1;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new mat4 from a dual quat.\r\n *\r\n * @param {mat4} out Matrix\r\n * @param {quat2} a Dual Quaternion\r\n * @returns {mat4} mat4 receiving operation result\r\n */\r\nexport function fromQuat2(out, a) {\r\n var translation = new glMatrix.ARRAY_TYPE(3);\r\n var bx = -a[0],\r\n by = -a[1],\r\n bz = -a[2],\r\n bw = a[3],\r\n ax = a[4],\r\n ay = a[5],\r\n az = a[6],\r\n aw = a[7];\r\n\r\n var magnitude = bx * bx + by * by + bz * bz + bw * bw;\r\n //Only scale if it makes sense\r\n if (magnitude > 0) {\r\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;\r\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;\r\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;\r\n } else {\r\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;\r\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;\r\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;\r\n }\r\n fromRotationTranslation(out, a, translation);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the translation vector component of a transformation\r\n * matrix. If a matrix is built with fromRotationTranslation,\r\n * the returned vector will be the same as the translation vector\r\n * originally supplied.\r\n * @param {vec3} out Vector to receive translation component\r\n * @param {mat4} mat Matrix to be decomposed (input)\r\n * @return {vec3} out\r\n */\r\nexport function getTranslation(out, mat) {\r\n out[0] = mat[12];\r\n out[1] = mat[13];\r\n out[2] = mat[14];\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the scaling factor component of a transformation\r\n * matrix. If a matrix is built with fromRotationTranslationScale\r\n * with a normalized Quaternion paramter, the returned vector will be\r\n * the same as the scaling vector\r\n * originally supplied.\r\n * @param {vec3} out Vector to receive scaling factor component\r\n * @param {mat4} mat Matrix to be decomposed (input)\r\n * @return {vec3} out\r\n */\r\nexport function getScaling(out, mat) {\r\n var m11 = mat[0];\r\n var m12 = mat[1];\r\n var m13 = mat[2];\r\n var m21 = mat[4];\r\n var m22 = mat[5];\r\n var m23 = mat[6];\r\n var m31 = mat[8];\r\n var m32 = mat[9];\r\n var m33 = mat[10];\r\n\r\n out[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\r\n out[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\r\n out[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a quaternion representing the rotational component\r\n * of a transformation matrix. If a matrix is built with\r\n * fromRotationTranslation, the returned quaternion will be the\r\n * same as the quaternion originally supplied.\r\n * @param {quat} out Quaternion to receive the rotation component\r\n * @param {mat4} mat Matrix to be decomposed (input)\r\n * @return {quat} out\r\n */\r\nexport function getRotation(out, mat) {\r\n // Algorithm taken from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\r\n var trace = mat[0] + mat[5] + mat[10];\r\n var S = 0;\r\n\r\n if (trace > 0) {\r\n S = Math.sqrt(trace + 1.0) * 2;\r\n out[3] = 0.25 * S;\r\n out[0] = (mat[6] - mat[9]) / S;\r\n out[1] = (mat[8] - mat[2]) / S;\r\n out[2] = (mat[1] - mat[4]) / S;\r\n } else if (mat[0] > mat[5] && mat[0] > mat[10]) {\r\n S = Math.sqrt(1.0 + mat[0] - mat[5] - mat[10]) * 2;\r\n out[3] = (mat[6] - mat[9]) / S;\r\n out[0] = 0.25 * S;\r\n out[1] = (mat[1] + mat[4]) / S;\r\n out[2] = (mat[8] + mat[2]) / S;\r\n } else if (mat[5] > mat[10]) {\r\n S = Math.sqrt(1.0 + mat[5] - mat[0] - mat[10]) * 2;\r\n out[3] = (mat[8] - mat[2]) / S;\r\n out[0] = (mat[1] + mat[4]) / S;\r\n out[1] = 0.25 * S;\r\n out[2] = (mat[6] + mat[9]) / S;\r\n } else {\r\n S = Math.sqrt(1.0 + mat[10] - mat[0] - mat[5]) * 2;\r\n out[3] = (mat[1] - mat[4]) / S;\r\n out[0] = (mat[8] + mat[2]) / S;\r\n out[1] = (mat[6] + mat[9]) / S;\r\n out[2] = 0.25 * S;\r\n }\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a quaternion rotation, vector translation and vector scale\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.translate(dest, vec);\r\n * let quatMat = mat4.create();\r\n * quat4.toMat4(quat, quatMat);\r\n * mat4.multiply(dest, quatMat);\r\n * mat4.scale(dest, scale)\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {quat4} q Rotation quaternion\r\n * @param {vec3} v Translation vector\r\n * @param {vec3} s Scaling vector\r\n * @returns {mat4} out\r\n */\r\nexport function fromRotationTranslationScale(out, q, v, s) {\r\n // Quaternion math\r\n var x = q[0],\r\n y = q[1],\r\n z = q[2],\r\n w = q[3];\r\n var x2 = x + x;\r\n var y2 = y + y;\r\n var z2 = z + z;\r\n\r\n var xx = x * x2;\r\n var xy = x * y2;\r\n var xz = x * z2;\r\n var yy = y * y2;\r\n var yz = y * z2;\r\n var zz = z * z2;\r\n var wx = w * x2;\r\n var wy = w * y2;\r\n var wz = w * z2;\r\n var sx = s[0];\r\n var sy = s[1];\r\n var sz = s[2];\r\n\r\n out[0] = (1 - (yy + zz)) * sx;\r\n out[1] = (xy + wz) * sx;\r\n out[2] = (xz - wy) * sx;\r\n out[3] = 0;\r\n out[4] = (xy - wz) * sy;\r\n out[5] = (1 - (xx + zz)) * sy;\r\n out[6] = (yz + wx) * sy;\r\n out[7] = 0;\r\n out[8] = (xz + wy) * sz;\r\n out[9] = (yz - wx) * sz;\r\n out[10] = (1 - (xx + yy)) * sz;\r\n out[11] = 0;\r\n out[12] = v[0];\r\n out[13] = v[1];\r\n out[14] = v[2];\r\n out[15] = 1;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat4.identity(dest);\r\n * mat4.translate(dest, vec);\r\n * mat4.translate(dest, origin);\r\n * let quatMat = mat4.create();\r\n * quat4.toMat4(quat, quatMat);\r\n * mat4.multiply(dest, quatMat);\r\n * mat4.scale(dest, scale)\r\n * mat4.translate(dest, negativeOrigin);\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {quat4} q Rotation quaternion\r\n * @param {vec3} v Translation vector\r\n * @param {vec3} s Scaling vector\r\n * @param {vec3} o The origin vector around which to scale and rotate\r\n * @returns {mat4} out\r\n */\r\nexport function fromRotationTranslationScaleOrigin(out, q, v, s, o) {\r\n // Quaternion math\r\n var x = q[0],\r\n y = q[1],\r\n z = q[2],\r\n w = q[3];\r\n var x2 = x + x;\r\n var y2 = y + y;\r\n var z2 = z + z;\r\n\r\n var xx = x * x2;\r\n var xy = x * y2;\r\n var xz = x * z2;\r\n var yy = y * y2;\r\n var yz = y * z2;\r\n var zz = z * z2;\r\n var wx = w * x2;\r\n var wy = w * y2;\r\n var wz = w * z2;\r\n\r\n var sx = s[0];\r\n var sy = s[1];\r\n var sz = s[2];\r\n\r\n var ox = o[0];\r\n var oy = o[1];\r\n var oz = o[2];\r\n\r\n var out0 = (1 - (yy + zz)) * sx;\r\n var out1 = (xy + wz) * sx;\r\n var out2 = (xz - wy) * sx;\r\n var out4 = (xy - wz) * sy;\r\n var out5 = (1 - (xx + zz)) * sy;\r\n var out6 = (yz + wx) * sy;\r\n var out8 = (xz + wy) * sz;\r\n var out9 = (yz - wx) * sz;\r\n var out10 = (1 - (xx + yy)) * sz;\r\n\r\n out[0] = out0;\r\n out[1] = out1;\r\n out[2] = out2;\r\n out[3] = 0;\r\n out[4] = out4;\r\n out[5] = out5;\r\n out[6] = out6;\r\n out[7] = 0;\r\n out[8] = out8;\r\n out[9] = out9;\r\n out[10] = out10;\r\n out[11] = 0;\r\n out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);\r\n out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);\r\n out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);\r\n out[15] = 1;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates a 4x4 matrix from the given quaternion\r\n *\r\n * @param {mat4} out mat4 receiving operation result\r\n * @param {quat} q Quaternion to create matrix from\r\n *\r\n * @returns {mat4} out\r\n */\r\nexport function fromQuat(out, q) {\r\n var x = q[0],\r\n y = q[1],\r\n z = q[2],\r\n w = q[3];\r\n var x2 = x + x;\r\n var y2 = y + y;\r\n var z2 = z + z;\r\n\r\n var xx = x * x2;\r\n var yx = y * x2;\r\n var yy = y * y2;\r\n var zx = z * x2;\r\n var zy = z * y2;\r\n var zz = z * z2;\r\n var wx = w * x2;\r\n var wy = w * y2;\r\n var wz = w * z2;\r\n\r\n out[0] = 1 - yy - zz;\r\n out[1] = yx + wz;\r\n out[2] = zx - wy;\r\n out[3] = 0;\r\n\r\n out[4] = yx - wz;\r\n out[5] = 1 - xx - zz;\r\n out[6] = zy + wx;\r\n out[7] = 0;\r\n\r\n out[8] = zx + wy;\r\n out[9] = zy - wx;\r\n out[10] = 1 - xx - yy;\r\n out[11] = 0;\r\n\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = 0;\r\n out[15] = 1;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a frustum matrix with the given bounds\r\n *\r\n * @param {mat4} out mat4 frustum matrix will be written into\r\n * @param {Number} left Left bound of the frustum\r\n * @param {Number} right Right bound of the frustum\r\n * @param {Number} bottom Bottom bound of the frustum\r\n * @param {Number} top Top bound of the frustum\r\n * @param {Number} near Near bound of the frustum\r\n * @param {Number} far Far bound of the frustum\r\n * @returns {mat4} out\r\n */\r\nexport function frustum(out, left, right, bottom, top, near, far) {\r\n var rl = 1 / (right - left);\r\n var tb = 1 / (top - bottom);\r\n var nf = 1 / (near - far);\r\n out[0] = near * 2 * rl;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = near * 2 * tb;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = (right + left) * rl;\r\n out[9] = (top + bottom) * tb;\r\n out[10] = (far + near) * nf;\r\n out[11] = -1;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[14] = far * near * 2 * nf;\r\n out[15] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a perspective projection matrix with the given bounds.\r\n * Passing null/undefined/no value for far will generate infinite projection matrix.\r\n *\r\n * @param {mat4} out mat4 frustum matrix will be written into\r\n * @param {number} fovy Vertical field of view in radians\r\n * @param {number} aspect Aspect ratio. typically viewport width/height\r\n * @param {number} near Near bound of the frustum\r\n * @param {number} far Far bound of the frustum, can be null or Infinity\r\n * @returns {mat4} out\r\n */\r\nexport function perspective(out, fovy, aspect, near, far) {\r\n var f = 1.0 / Math.tan(fovy / 2),\r\n nf = void 0;\r\n out[0] = f / aspect;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = f;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[11] = -1;\r\n out[12] = 0;\r\n out[13] = 0;\r\n out[15] = 0;\r\n if (far != null && far !== Infinity) {\r\n nf = 1 / (near - far);\r\n out[10] = (far + near) * nf;\r\n out[14] = 2 * far * near * nf;\r\n } else {\r\n out[10] = -1;\r\n out[14] = -2 * near;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a perspective projection matrix with the given field of view.\r\n * This is primarily useful for generating projection matrices to be used\r\n * with the still experiemental WebVR API.\r\n *\r\n * @param {mat4} out mat4 frustum matrix will be written into\r\n * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees\r\n * @param {number} near Near bound of the frustum\r\n * @param {number} far Far bound of the frustum\r\n * @returns {mat4} out\r\n */\r\nexport function perspectiveFromFieldOfView(out, fov, near, far) {\r\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\r\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\r\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\r\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\r\n var xScale = 2.0 / (leftTan + rightTan);\r\n var yScale = 2.0 / (upTan + downTan);\r\n\r\n out[0] = xScale;\r\n out[1] = 0.0;\r\n out[2] = 0.0;\r\n out[3] = 0.0;\r\n out[4] = 0.0;\r\n out[5] = yScale;\r\n out[6] = 0.0;\r\n out[7] = 0.0;\r\n out[8] = -((leftTan - rightTan) * xScale * 0.5);\r\n out[9] = (upTan - downTan) * yScale * 0.5;\r\n out[10] = far / (near - far);\r\n out[11] = -1.0;\r\n out[12] = 0.0;\r\n out[13] = 0.0;\r\n out[14] = far * near / (near - far);\r\n out[15] = 0.0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a orthogonal projection matrix with the given bounds\r\n *\r\n * @param {mat4} out mat4 frustum matrix will be written into\r\n * @param {number} left Left bound of the frustum\r\n * @param {number} right Right bound of the frustum\r\n * @param {number} bottom Bottom bound of the frustum\r\n * @param {number} top Top bound of the frustum\r\n * @param {number} near Near bound of the frustum\r\n * @param {number} far Far bound of the frustum\r\n * @returns {mat4} out\r\n */\r\nexport function ortho(out, left, right, bottom, top, near, far) {\r\n var lr = 1 / (left - right);\r\n var bt = 1 / (bottom - top);\r\n var nf = 1 / (near - far);\r\n out[0] = -2 * lr;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n out[4] = 0;\r\n out[5] = -2 * bt;\r\n out[6] = 0;\r\n out[7] = 0;\r\n out[8] = 0;\r\n out[9] = 0;\r\n out[10] = 2 * nf;\r\n out[11] = 0;\r\n out[12] = (left + right) * lr;\r\n out[13] = (top + bottom) * bt;\r\n out[14] = (far + near) * nf;\r\n out[15] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a look-at matrix with the given eye position, focal point, and up axis.\r\n * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.\r\n *\r\n * @param {mat4} out mat4 frustum matrix will be written into\r\n * @param {vec3} eye Position of the viewer\r\n * @param {vec3} center Point the viewer is looking at\r\n * @param {vec3} up vec3 pointing up\r\n * @returns {mat4} out\r\n */\r\nexport function lookAt(out, eye, center, up) {\r\n var x0 = void 0,\r\n x1 = void 0,\r\n x2 = void 0,\r\n y0 = void 0,\r\n y1 = void 0,\r\n y2 = void 0,\r\n z0 = void 0,\r\n z1 = void 0,\r\n z2 = void 0,\r\n len = void 0;\r\n var eyex = eye[0];\r\n var eyey = eye[1];\r\n var eyez = eye[2];\r\n var upx = up[0];\r\n var upy = up[1];\r\n var upz = up[2];\r\n var centerx = center[0];\r\n var centery = center[1];\r\n var centerz = center[2];\r\n\r\n if (Math.abs(eyex - centerx) < glMatrix.EPSILON && Math.abs(eyey - centery) < glMatrix.EPSILON && Math.abs(eyez - centerz) < glMatrix.EPSILON) {\r\n return identity(out);\r\n }\r\n\r\n z0 = eyex - centerx;\r\n z1 = eyey - centery;\r\n z2 = eyez - centerz;\r\n\r\n len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);\r\n z0 *= len;\r\n z1 *= len;\r\n z2 *= len;\r\n\r\n x0 = upy * z2 - upz * z1;\r\n x1 = upz * z0 - upx * z2;\r\n x2 = upx * z1 - upy * z0;\r\n len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);\r\n if (!len) {\r\n x0 = 0;\r\n x1 = 0;\r\n x2 = 0;\r\n } else {\r\n len = 1 / len;\r\n x0 *= len;\r\n x1 *= len;\r\n x2 *= len;\r\n }\r\n\r\n y0 = z1 * x2 - z2 * x1;\r\n y1 = z2 * x0 - z0 * x2;\r\n y2 = z0 * x1 - z1 * x0;\r\n\r\n len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);\r\n if (!len) {\r\n y0 = 0;\r\n y1 = 0;\r\n y2 = 0;\r\n } else {\r\n len = 1 / len;\r\n y0 *= len;\r\n y1 *= len;\r\n y2 *= len;\r\n }\r\n\r\n out[0] = x0;\r\n out[1] = y0;\r\n out[2] = z0;\r\n out[3] = 0;\r\n out[4] = x1;\r\n out[5] = y1;\r\n out[6] = z1;\r\n out[7] = 0;\r\n out[8] = x2;\r\n out[9] = y2;\r\n out[10] = z2;\r\n out[11] = 0;\r\n out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);\r\n out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);\r\n out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);\r\n out[15] = 1;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a matrix that makes something look at something else.\r\n *\r\n * @param {mat4} out mat4 frustum matrix will be written into\r\n * @param {vec3} eye Position of the viewer\r\n * @param {vec3} center Point the viewer is looking at\r\n * @param {vec3} up vec3 pointing up\r\n * @returns {mat4} out\r\n */\r\nexport function targetTo(out, eye, target, up) {\r\n var eyex = eye[0],\r\n eyey = eye[1],\r\n eyez = eye[2],\r\n upx = up[0],\r\n upy = up[1],\r\n upz = up[2];\r\n\r\n var z0 = eyex - target[0],\r\n z1 = eyey - target[1],\r\n z2 = eyez - target[2];\r\n\r\n var len = z0 * z0 + z1 * z1 + z2 * z2;\r\n if (len > 0) {\r\n len = 1 / Math.sqrt(len);\r\n z0 *= len;\r\n z1 *= len;\r\n z2 *= len;\r\n }\r\n\r\n var x0 = upy * z2 - upz * z1,\r\n x1 = upz * z0 - upx * z2,\r\n x2 = upx * z1 - upy * z0;\r\n\r\n len = x0 * x0 + x1 * x1 + x2 * x2;\r\n if (len > 0) {\r\n len = 1 / Math.sqrt(len);\r\n x0 *= len;\r\n x1 *= len;\r\n x2 *= len;\r\n }\r\n\r\n out[0] = x0;\r\n out[1] = x1;\r\n out[2] = x2;\r\n out[3] = 0;\r\n out[4] = z1 * x2 - z2 * x1;\r\n out[5] = z2 * x0 - z0 * x2;\r\n out[6] = z0 * x1 - z1 * x0;\r\n out[7] = 0;\r\n out[8] = z0;\r\n out[9] = z1;\r\n out[10] = z2;\r\n out[11] = 0;\r\n out[12] = eyex;\r\n out[13] = eyey;\r\n out[14] = eyez;\r\n out[15] = 1;\r\n return out;\r\n};\r\n\r\n/**\r\n * Returns a string representation of a mat4\r\n *\r\n * @param {mat4} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\r\nexport function str(a) {\r\n return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';\r\n}\r\n\r\n/**\r\n * Returns Frobenius norm of a mat4\r\n *\r\n * @param {mat4} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\r\nexport function frob(a) {\r\n return Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2));\r\n}\r\n\r\n/**\r\n * Adds two mat4's\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the first operand\r\n * @param {mat4} b the second operand\r\n * @returns {mat4} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n out[3] = a[3] + b[3];\r\n out[4] = a[4] + b[4];\r\n out[5] = a[5] + b[5];\r\n out[6] = a[6] + b[6];\r\n out[7] = a[7] + b[7];\r\n out[8] = a[8] + b[8];\r\n out[9] = a[9] + b[9];\r\n out[10] = a[10] + b[10];\r\n out[11] = a[11] + b[11];\r\n out[12] = a[12] + b[12];\r\n out[13] = a[13] + b[13];\r\n out[14] = a[14] + b[14];\r\n out[15] = a[15] + b[15];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the first operand\r\n * @param {mat4} b the second operand\r\n * @returns {mat4} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n out[2] = a[2] - b[2];\r\n out[3] = a[3] - b[3];\r\n out[4] = a[4] - b[4];\r\n out[5] = a[5] - b[5];\r\n out[6] = a[6] - b[6];\r\n out[7] = a[7] - b[7];\r\n out[8] = a[8] - b[8];\r\n out[9] = a[9] - b[9];\r\n out[10] = a[10] - b[10];\r\n out[11] = a[11] - b[11];\r\n out[12] = a[12] - b[12];\r\n out[13] = a[13] - b[13];\r\n out[14] = a[14] - b[14];\r\n out[15] = a[15] - b[15];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat4} out the receiving matrix\r\n * @param {mat4} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat4} out\r\n */\r\nexport function multiplyScalar(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n out[3] = a[3] * b;\r\n out[4] = a[4] * b;\r\n out[5] = a[5] * b;\r\n out[6] = a[6] * b;\r\n out[7] = a[7] * b;\r\n out[8] = a[8] * b;\r\n out[9] = a[9] * b;\r\n out[10] = a[10] * b;\r\n out[11] = a[11] * b;\r\n out[12] = a[12] * b;\r\n out[13] = a[13] * b;\r\n out[14] = a[14] * b;\r\n out[15] = a[15] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two mat4's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat4} out the receiving vector\r\n * @param {mat4} a the first operand\r\n * @param {mat4} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat4} out\r\n */\r\nexport function multiplyScalarAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n out[2] = a[2] + b[2] * scale;\r\n out[3] = a[3] + b[3] * scale;\r\n out[4] = a[4] + b[4] * scale;\r\n out[5] = a[5] + b[5] * scale;\r\n out[6] = a[6] + b[6] * scale;\r\n out[7] = a[7] + b[7] * scale;\r\n out[8] = a[8] + b[8] * scale;\r\n out[9] = a[9] + b[9] * scale;\r\n out[10] = a[10] + b[10] * scale;\r\n out[11] = a[11] + b[11] * scale;\r\n out[12] = a[12] + b[12] * scale;\r\n out[13] = a[13] + b[13] * scale;\r\n out[14] = a[14] + b[14] * scale;\r\n out[15] = a[15] + b[15] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {mat4} a The first matrix.\r\n * @param {mat4} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {mat4} a The first matrix.\r\n * @param {mat4} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var a4 = a[4],\r\n a5 = a[5],\r\n a6 = a[6],\r\n a7 = a[7];\r\n var a8 = a[8],\r\n a9 = a[9],\r\n a10 = a[10],\r\n a11 = a[11];\r\n var a12 = a[12],\r\n a13 = a[13],\r\n a14 = a[14],\r\n a15 = a[15];\r\n\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3];\r\n var b4 = b[4],\r\n b5 = b[5],\r\n b6 = b[6],\r\n b7 = b[7];\r\n var b8 = b[8],\r\n b9 = b[9],\r\n b10 = b[10],\r\n b11 = b[11];\r\n var b12 = b[12],\r\n b13 = b[13],\r\n b14 = b[14],\r\n b15 = b[15];\r\n\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));\r\n}\r\n\r\n/**\r\n * Alias for {@link mat4.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link mat4.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/mat4.js\n// module id = 8\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\nimport * as mat3 from \"./mat3.js\";\r\nimport * as vec3 from \"./vec3.js\";\r\nimport * as vec4 from \"./vec4.js\";\r\n\r\n/**\r\n * Quaternion\r\n * @module quat\r\n */\r\n\r\n/**\r\n * Creates a new identity quat\r\n *\r\n * @returns {quat} a new quaternion\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n }\r\n out[3] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set a quat to the identity quaternion\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @returns {quat} out\r\n */\r\nexport function identity(out) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Sets a quat from the given angle and rotation axis,\r\n * then returns it.\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {vec3} axis the axis around which to rotate\r\n * @param {Number} rad the angle in radians\r\n * @returns {quat} out\r\n **/\r\nexport function setAxisAngle(out, axis, rad) {\r\n rad = rad * 0.5;\r\n var s = Math.sin(rad);\r\n out[0] = s * axis[0];\r\n out[1] = s * axis[1];\r\n out[2] = s * axis[2];\r\n out[3] = Math.cos(rad);\r\n return out;\r\n}\r\n\r\n/**\r\n * Gets the rotation axis and angle for a given\r\n * quaternion. If a quaternion is created with\r\n * setAxisAngle, this method will return the same\r\n * values as providied in the original parameter list\r\n * OR functionally equivalent values.\r\n * Example: The quaternion formed by axis [0, 0, 1] and\r\n * angle -90 is the same as the quaternion formed by\r\n * [0, 0, 1] and 270. This method favors the latter.\r\n * @param {vec3} out_axis Vector receiving the axis of rotation\r\n * @param {quat} q Quaternion to be decomposed\r\n * @return {Number} Angle, in radians, of the rotation\r\n */\r\nexport function getAxisAngle(out_axis, q) {\r\n var rad = Math.acos(q[3]) * 2.0;\r\n var s = Math.sin(rad / 2.0);\r\n if (s > glMatrix.EPSILON) {\r\n out_axis[0] = q[0] / s;\r\n out_axis[1] = q[1] / s;\r\n out_axis[2] = q[2] / s;\r\n } else {\r\n // If s is zero, return any axis (no rotation - axis does not matter)\r\n out_axis[0] = 1;\r\n out_axis[1] = 0;\r\n out_axis[2] = 0;\r\n }\r\n return rad;\r\n}\r\n\r\n/**\r\n * Multiplies two quat's\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a the first operand\r\n * @param {quat} b the second operand\r\n * @returns {quat} out\r\n */\r\nexport function multiply(out, a, b) {\r\n var ax = a[0],\r\n ay = a[1],\r\n az = a[2],\r\n aw = a[3];\r\n var bx = b[0],\r\n by = b[1],\r\n bz = b[2],\r\n bw = b[3];\r\n\r\n out[0] = ax * bw + aw * bx + ay * bz - az * by;\r\n out[1] = ay * bw + aw * by + az * bx - ax * bz;\r\n out[2] = az * bw + aw * bz + ax * by - ay * bx;\r\n out[3] = aw * bw - ax * bx - ay * by - az * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a quaternion by the given angle about the X axis\r\n *\r\n * @param {quat} out quat receiving operation result\r\n * @param {quat} a quat to rotate\r\n * @param {number} rad angle (in radians) to rotate\r\n * @returns {quat} out\r\n */\r\nexport function rotateX(out, a, rad) {\r\n rad *= 0.5;\r\n\r\n var ax = a[0],\r\n ay = a[1],\r\n az = a[2],\r\n aw = a[3];\r\n var bx = Math.sin(rad),\r\n bw = Math.cos(rad);\r\n\r\n out[0] = ax * bw + aw * bx;\r\n out[1] = ay * bw + az * bx;\r\n out[2] = az * bw - ay * bx;\r\n out[3] = aw * bw - ax * bx;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a quaternion by the given angle about the Y axis\r\n *\r\n * @param {quat} out quat receiving operation result\r\n * @param {quat} a quat to rotate\r\n * @param {number} rad angle (in radians) to rotate\r\n * @returns {quat} out\r\n */\r\nexport function rotateY(out, a, rad) {\r\n rad *= 0.5;\r\n\r\n var ax = a[0],\r\n ay = a[1],\r\n az = a[2],\r\n aw = a[3];\r\n var by = Math.sin(rad),\r\n bw = Math.cos(rad);\r\n\r\n out[0] = ax * bw - az * by;\r\n out[1] = ay * bw + aw * by;\r\n out[2] = az * bw + ax * by;\r\n out[3] = aw * bw - ay * by;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a quaternion by the given angle about the Z axis\r\n *\r\n * @param {quat} out quat receiving operation result\r\n * @param {quat} a quat to rotate\r\n * @param {number} rad angle (in radians) to rotate\r\n * @returns {quat} out\r\n */\r\nexport function rotateZ(out, a, rad) {\r\n rad *= 0.5;\r\n\r\n var ax = a[0],\r\n ay = a[1],\r\n az = a[2],\r\n aw = a[3];\r\n var bz = Math.sin(rad),\r\n bw = Math.cos(rad);\r\n\r\n out[0] = ax * bw + ay * bz;\r\n out[1] = ay * bw - ax * bz;\r\n out[2] = az * bw + aw * bz;\r\n out[3] = aw * bw - az * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the W component of a quat from the X, Y, and Z components.\r\n * Assumes that quaternion is 1 unit in length.\r\n * Any existing W component will be ignored.\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a quat to calculate W component of\r\n * @returns {quat} out\r\n */\r\nexport function calculateW(out, a) {\r\n var x = a[0],\r\n y = a[1],\r\n z = a[2];\r\n\r\n out[0] = x;\r\n out[1] = y;\r\n out[2] = z;\r\n out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));\r\n return out;\r\n}\r\n\r\n/**\r\n * Performs a spherical linear interpolation between two quat\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a the first operand\r\n * @param {quat} b the second operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {quat} out\r\n */\r\nexport function slerp(out, a, b, t) {\r\n // benchmarks:\r\n // http://jsperf.com/quaternion-slerp-implementations\r\n var ax = a[0],\r\n ay = a[1],\r\n az = a[2],\r\n aw = a[3];\r\n var bx = b[0],\r\n by = b[1],\r\n bz = b[2],\r\n bw = b[3];\r\n\r\n var omega = void 0,\r\n cosom = void 0,\r\n sinom = void 0,\r\n scale0 = void 0,\r\n scale1 = void 0;\r\n\r\n // calc cosine\r\n cosom = ax * bx + ay * by + az * bz + aw * bw;\r\n // adjust signs (if necessary)\r\n if (cosom < 0.0) {\r\n cosom = -cosom;\r\n bx = -bx;\r\n by = -by;\r\n bz = -bz;\r\n bw = -bw;\r\n }\r\n // calculate coefficients\r\n if (1.0 - cosom > glMatrix.EPSILON) {\r\n // standard case (slerp)\r\n omega = Math.acos(cosom);\r\n sinom = Math.sin(omega);\r\n scale0 = Math.sin((1.0 - t) * omega) / sinom;\r\n scale1 = Math.sin(t * omega) / sinom;\r\n } else {\r\n // \"from\" and \"to\" quaternions are very close\r\n // ... so we can do a linear interpolation\r\n scale0 = 1.0 - t;\r\n scale1 = t;\r\n }\r\n // calculate final values\r\n out[0] = scale0 * ax + scale1 * bx;\r\n out[1] = scale0 * ay + scale1 * by;\r\n out[2] = scale0 * az + scale1 * bz;\r\n out[3] = scale0 * aw + scale1 * bw;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a random quaternion\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @returns {quat} out\r\n */\r\nexport function random(out) {\r\n // Implementation of http://planning.cs.uiuc.edu/node198.html\r\n // TODO: Calling random 3 times is probably not the fastest solution\r\n var u1 = glMatrix.RANDOM();\r\n var u2 = glMatrix.RANDOM();\r\n var u3 = glMatrix.RANDOM();\r\n\r\n var sqrt1MinusU1 = Math.sqrt(1 - u1);\r\n var sqrtU1 = Math.sqrt(u1);\r\n\r\n out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);\r\n out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);\r\n out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);\r\n out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the inverse of a quat\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a quat to calculate inverse of\r\n * @returns {quat} out\r\n */\r\nexport function invert(out, a) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\r\n var invDot = dot ? 1.0 / dot : 0;\r\n\r\n // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0\r\n\r\n out[0] = -a0 * invDot;\r\n out[1] = -a1 * invDot;\r\n out[2] = -a2 * invDot;\r\n out[3] = a3 * invDot;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the conjugate of a quat\r\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a quat to calculate conjugate of\r\n * @returns {quat} out\r\n */\r\nexport function conjugate(out, a) {\r\n out[0] = -a[0];\r\n out[1] = -a[1];\r\n out[2] = -a[2];\r\n out[3] = a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from the given 3x3 rotation matrix.\r\n *\r\n * NOTE: The resultant quaternion is not normalized, so you should be sure\r\n * to renormalize the quaternion yourself where necessary.\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {mat3} m rotation matrix\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport function fromMat3(out, m) {\r\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\r\n // article \"Quaternion Calculus and Fast Animation\".\r\n var fTrace = m[0] + m[4] + m[8];\r\n var fRoot = void 0;\r\n\r\n if (fTrace > 0.0) {\r\n // |w| > 1/2, may as well choose w > 1/2\r\n fRoot = Math.sqrt(fTrace + 1.0); // 2w\r\n out[3] = 0.5 * fRoot;\r\n fRoot = 0.5 / fRoot; // 1/(4w)\r\n out[0] = (m[5] - m[7]) * fRoot;\r\n out[1] = (m[6] - m[2]) * fRoot;\r\n out[2] = (m[1] - m[3]) * fRoot;\r\n } else {\r\n // |w| <= 1/2\r\n var i = 0;\r\n if (m[4] > m[0]) i = 1;\r\n if (m[8] > m[i * 3 + i]) i = 2;\r\n var j = (i + 1) % 3;\r\n var k = (i + 2) % 3;\r\n\r\n fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);\r\n out[i] = 0.5 * fRoot;\r\n fRoot = 0.5 / fRoot;\r\n out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;\r\n out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;\r\n out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;\r\n }\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from the given euler angle x, y, z.\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {x} Angle to rotate around X axis in degrees.\r\n * @param {y} Angle to rotate around Y axis in degrees.\r\n * @param {z} Angle to rotate around Z axis in degrees.\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport function fromEuler(out, x, y, z) {\r\n var halfToRad = 0.5 * Math.PI / 180.0;\r\n x *= halfToRad;\r\n y *= halfToRad;\r\n z *= halfToRad;\r\n\r\n var sx = Math.sin(x);\r\n var cx = Math.cos(x);\r\n var sy = Math.sin(y);\r\n var cy = Math.cos(y);\r\n var sz = Math.sin(z);\r\n var cz = Math.cos(z);\r\n\r\n out[0] = sx * cy * cz - cx * sy * sz;\r\n out[1] = cx * sy * cz + sx * cy * sz;\r\n out[2] = cx * cy * sz - sx * sy * cz;\r\n out[3] = cx * cy * cz + sx * sy * sz;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a string representation of a quatenion\r\n *\r\n * @param {quat} a vector to represent as a string\r\n * @returns {String} string representation of the vector\r\n */\r\nexport function str(a) {\r\n return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';\r\n}\r\n\r\n/**\r\n * Creates a new quat initialized with values from an existing quaternion\r\n *\r\n * @param {quat} a quaternion to clone\r\n * @returns {quat} a new quaternion\r\n * @function\r\n */\r\nexport var clone = vec4.clone;\r\n\r\n/**\r\n * Creates a new quat initialized with the given values\r\n *\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @param {Number} z Z component\r\n * @param {Number} w W component\r\n * @returns {quat} a new quaternion\r\n * @function\r\n */\r\nexport var fromValues = vec4.fromValues;\r\n\r\n/**\r\n * Copy the values from one quat to another\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a the source quaternion\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport var copy = vec4.copy;\r\n\r\n/**\r\n * Set the components of a quat to the given values\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @param {Number} z Z component\r\n * @param {Number} w W component\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport var set = vec4.set;\r\n\r\n/**\r\n * Adds two quat's\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a the first operand\r\n * @param {quat} b the second operand\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport var add = vec4.add;\r\n\r\n/**\r\n * Alias for {@link quat.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Scales a quat by a scalar number\r\n *\r\n * @param {quat} out the receiving vector\r\n * @param {quat} a the vector to scale\r\n * @param {Number} b amount to scale the vector by\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport var scale = vec4.scale;\r\n\r\n/**\r\n * Calculates the dot product of two quat's\r\n *\r\n * @param {quat} a the first operand\r\n * @param {quat} b the second operand\r\n * @returns {Number} dot product of a and b\r\n * @function\r\n */\r\nexport var dot = vec4.dot;\r\n\r\n/**\r\n * Performs a linear interpolation between two quat's\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a the first operand\r\n * @param {quat} b the second operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport var lerp = vec4.lerp;\r\n\r\n/**\r\n * Calculates the length of a quat\r\n *\r\n * @param {quat} a vector to calculate length of\r\n * @returns {Number} length of a\r\n */\r\nexport var length = vec4.length;\r\n\r\n/**\r\n * Alias for {@link quat.length}\r\n * @function\r\n */\r\nexport var len = length;\r\n\r\n/**\r\n * Calculates the squared length of a quat\r\n *\r\n * @param {quat} a vector to calculate squared length of\r\n * @returns {Number} squared length of a\r\n * @function\r\n */\r\nexport var squaredLength = vec4.squaredLength;\r\n\r\n/**\r\n * Alias for {@link quat.squaredLength}\r\n * @function\r\n */\r\nexport var sqrLen = squaredLength;\r\n\r\n/**\r\n * Normalize a quat\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a quaternion to normalize\r\n * @returns {quat} out\r\n * @function\r\n */\r\nexport var normalize = vec4.normalize;\r\n\r\n/**\r\n * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {quat} a The first quaternion.\r\n * @param {quat} b The second quaternion.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport var exactEquals = vec4.exactEquals;\r\n\r\n/**\r\n * Returns whether or not the quaternions have approximately the same elements in the same position.\r\n *\r\n * @param {quat} a The first vector.\r\n * @param {quat} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport var equals = vec4.equals;\r\n\r\n/**\r\n * Sets a quaternion to represent the shortest rotation from one\r\n * vector to another.\r\n *\r\n * Both vectors are assumed to be unit length.\r\n *\r\n * @param {quat} out the receiving quaternion.\r\n * @param {vec3} a the initial vector\r\n * @param {vec3} b the destination vector\r\n * @returns {quat} out\r\n */\r\nexport var rotationTo = function () {\r\n var tmpvec3 = vec3.create();\r\n var xUnitVec3 = vec3.fromValues(1, 0, 0);\r\n var yUnitVec3 = vec3.fromValues(0, 1, 0);\r\n\r\n return function (out, a, b) {\r\n var dot = vec3.dot(a, b);\r\n if (dot < -0.999999) {\r\n vec3.cross(tmpvec3, xUnitVec3, a);\r\n if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a);\r\n vec3.normalize(tmpvec3, tmpvec3);\r\n setAxisAngle(out, tmpvec3, Math.PI);\r\n return out;\r\n } else if (dot > 0.999999) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n return out;\r\n } else {\r\n vec3.cross(tmpvec3, a, b);\r\n out[0] = tmpvec3[0];\r\n out[1] = tmpvec3[1];\r\n out[2] = tmpvec3[2];\r\n out[3] = 1 + dot;\r\n return normalize(out, out);\r\n }\r\n };\r\n}();\r\n\r\n/**\r\n * Performs a spherical linear interpolation with two control points\r\n *\r\n * @param {quat} out the receiving quaternion\r\n * @param {quat} a the first operand\r\n * @param {quat} b the second operand\r\n * @param {quat} c the third operand\r\n * @param {quat} d the fourth operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {quat} out\r\n */\r\nexport var sqlerp = function () {\r\n var temp1 = create();\r\n var temp2 = create();\r\n\r\n return function (out, a, b, c, d, t) {\r\n slerp(temp1, a, d, t);\r\n slerp(temp2, b, c, t);\r\n slerp(out, temp1, temp2, 2 * t * (1 - t));\r\n\r\n return out;\r\n };\r\n}();\r\n\r\n/**\r\n * Sets the specified quaternion with values corresponding to the given\r\n * axes. Each axis is a vec3 and is expected to be unit length and\r\n * perpendicular to all other specified axes.\r\n *\r\n * @param {vec3} view the vector representing the viewing direction\r\n * @param {vec3} right the vector representing the local \"right\" direction\r\n * @param {vec3} up the vector representing the local \"up\" direction\r\n * @returns {quat} out\r\n */\r\nexport var setAxes = function () {\r\n var matr = mat3.create();\r\n\r\n return function (out, view, right, up) {\r\n matr[0] = right[0];\r\n matr[3] = right[1];\r\n matr[6] = right[2];\r\n\r\n matr[1] = up[0];\r\n matr[4] = up[1];\r\n matr[7] = up[2];\r\n\r\n matr[2] = -view[0];\r\n matr[5] = -view[1];\r\n matr[8] = -view[2];\r\n\r\n return normalize(out, fromMat3(out, matr));\r\n };\r\n}();\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/quat.js\n// module id = 9\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 3 Dimensional Vector\r\n * @module vec3\r\n */\r\n\r\n/**\r\n * Creates a new, empty vec3\r\n *\r\n * @returns {vec3} a new 3D vector\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(3);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new vec3 initialized with values from an existing vector\r\n *\r\n * @param {vec3} a vector to clone\r\n * @returns {vec3} a new 3D vector\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(3);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the length of a vec3\r\n *\r\n * @param {vec3} a vector to calculate length of\r\n * @returns {Number} length of a\r\n */\r\nexport function length(a) {\r\n var x = a[0];\r\n var y = a[1];\r\n var z = a[2];\r\n return Math.sqrt(x * x + y * y + z * z);\r\n}\r\n\r\n/**\r\n * Creates a new vec3 initialized with the given values\r\n *\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @param {Number} z Z component\r\n * @returns {vec3} a new 3D vector\r\n */\r\nexport function fromValues(x, y, z) {\r\n var out = new glMatrix.ARRAY_TYPE(3);\r\n out[0] = x;\r\n out[1] = y;\r\n out[2] = z;\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one vec3 to another\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the source vector\r\n * @returns {vec3} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a vec3 to the given values\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @param {Number} z Z component\r\n * @returns {vec3} out\r\n */\r\nexport function set(out, x, y, z) {\r\n out[0] = x;\r\n out[1] = y;\r\n out[2] = z;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts vector b from vector a\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n out[2] = a[2] - b[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiplies two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function multiply(out, a, b) {\r\n out[0] = a[0] * b[0];\r\n out[1] = a[1] * b[1];\r\n out[2] = a[2] * b[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Divides two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function divide(out, a, b) {\r\n out[0] = a[0] / b[0];\r\n out[1] = a[1] / b[1];\r\n out[2] = a[2] / b[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.ceil the components of a vec3\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a vector to ceil\r\n * @returns {vec3} out\r\n */\r\nexport function ceil(out, a) {\r\n out[0] = Math.ceil(a[0]);\r\n out[1] = Math.ceil(a[1]);\r\n out[2] = Math.ceil(a[2]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.floor the components of a vec3\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a vector to floor\r\n * @returns {vec3} out\r\n */\r\nexport function floor(out, a) {\r\n out[0] = Math.floor(a[0]);\r\n out[1] = Math.floor(a[1]);\r\n out[2] = Math.floor(a[2]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the minimum of two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function min(out, a, b) {\r\n out[0] = Math.min(a[0], b[0]);\r\n out[1] = Math.min(a[1], b[1]);\r\n out[2] = Math.min(a[2], b[2]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the maximum of two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function max(out, a, b) {\r\n out[0] = Math.max(a[0], b[0]);\r\n out[1] = Math.max(a[1], b[1]);\r\n out[2] = Math.max(a[2], b[2]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.round the components of a vec3\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a vector to round\r\n * @returns {vec3} out\r\n */\r\nexport function round(out, a) {\r\n out[0] = Math.round(a[0]);\r\n out[1] = Math.round(a[1]);\r\n out[2] = Math.round(a[2]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Scales a vec3 by a scalar number\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the vector to scale\r\n * @param {Number} b amount to scale the vector by\r\n * @returns {vec3} out\r\n */\r\nexport function scale(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two vec3's after scaling the second operand by a scalar value\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @param {Number} scale the amount to scale b by before adding\r\n * @returns {vec3} out\r\n */\r\nexport function scaleAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n out[2] = a[2] + b[2] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the euclidian distance between two vec3's\r\n *\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {Number} distance between a and b\r\n */\r\nexport function distance(a, b) {\r\n var x = b[0] - a[0];\r\n var y = b[1] - a[1];\r\n var z = b[2] - a[2];\r\n return Math.sqrt(x * x + y * y + z * z);\r\n}\r\n\r\n/**\r\n * Calculates the squared euclidian distance between two vec3's\r\n *\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {Number} squared distance between a and b\r\n */\r\nexport function squaredDistance(a, b) {\r\n var x = b[0] - a[0];\r\n var y = b[1] - a[1];\r\n var z = b[2] - a[2];\r\n return x * x + y * y + z * z;\r\n}\r\n\r\n/**\r\n * Calculates the squared length of a vec3\r\n *\r\n * @param {vec3} a vector to calculate squared length of\r\n * @returns {Number} squared length of a\r\n */\r\nexport function squaredLength(a) {\r\n var x = a[0];\r\n var y = a[1];\r\n var z = a[2];\r\n return x * x + y * y + z * z;\r\n}\r\n\r\n/**\r\n * Negates the components of a vec3\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a vector to negate\r\n * @returns {vec3} out\r\n */\r\nexport function negate(out, a) {\r\n out[0] = -a[0];\r\n out[1] = -a[1];\r\n out[2] = -a[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the inverse of the components of a vec3\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a vector to invert\r\n * @returns {vec3} out\r\n */\r\nexport function inverse(out, a) {\r\n out[0] = 1.0 / a[0];\r\n out[1] = 1.0 / a[1];\r\n out[2] = 1.0 / a[2];\r\n return out;\r\n}\r\n\r\n/**\r\n * Normalize a vec3\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a vector to normalize\r\n * @returns {vec3} out\r\n */\r\nexport function normalize(out, a) {\r\n var x = a[0];\r\n var y = a[1];\r\n var z = a[2];\r\n var len = x * x + y * y + z * z;\r\n if (len > 0) {\r\n //TODO: evaluate use of glm_invsqrt here?\r\n len = 1 / Math.sqrt(len);\r\n out[0] = a[0] * len;\r\n out[1] = a[1] * len;\r\n out[2] = a[2] * len;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the dot product of two vec3's\r\n *\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {Number} dot product of a and b\r\n */\r\nexport function dot(a, b) {\r\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\r\n}\r\n\r\n/**\r\n * Computes the cross product of two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function cross(out, a, b) {\r\n var ax = a[0],\r\n ay = a[1],\r\n az = a[2];\r\n var bx = b[0],\r\n by = b[1],\r\n bz = b[2];\r\n\r\n out[0] = ay * bz - az * by;\r\n out[1] = az * bx - ax * bz;\r\n out[2] = ax * by - ay * bx;\r\n return out;\r\n}\r\n\r\n/**\r\n * Performs a linear interpolation between two vec3's\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {vec3} out\r\n */\r\nexport function lerp(out, a, b, t) {\r\n var ax = a[0];\r\n var ay = a[1];\r\n var az = a[2];\r\n out[0] = ax + t * (b[0] - ax);\r\n out[1] = ay + t * (b[1] - ay);\r\n out[2] = az + t * (b[2] - az);\r\n return out;\r\n}\r\n\r\n/**\r\n * Performs a hermite interpolation with two control points\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @param {vec3} c the third operand\r\n * @param {vec3} d the fourth operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {vec3} out\r\n */\r\nexport function hermite(out, a, b, c, d, t) {\r\n var factorTimes2 = t * t;\r\n var factor1 = factorTimes2 * (2 * t - 3) + 1;\r\n var factor2 = factorTimes2 * (t - 2) + t;\r\n var factor3 = factorTimes2 * (t - 1);\r\n var factor4 = factorTimes2 * (3 - 2 * t);\r\n\r\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\r\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\r\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Performs a bezier interpolation with two control points\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the first operand\r\n * @param {vec3} b the second operand\r\n * @param {vec3} c the third operand\r\n * @param {vec3} d the fourth operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {vec3} out\r\n */\r\nexport function bezier(out, a, b, c, d, t) {\r\n var inverseFactor = 1 - t;\r\n var inverseFactorTimesTwo = inverseFactor * inverseFactor;\r\n var factorTimes2 = t * t;\r\n var factor1 = inverseFactorTimesTwo * inverseFactor;\r\n var factor2 = 3 * t * inverseFactorTimesTwo;\r\n var factor3 = 3 * factorTimes2 * inverseFactor;\r\n var factor4 = factorTimes2 * t;\r\n\r\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\r\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\r\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a random vector with the given scale\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\r\n * @returns {vec3} out\r\n */\r\nexport function random(out, scale) {\r\n scale = scale || 1.0;\r\n\r\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\r\n var z = glMatrix.RANDOM() * 2.0 - 1.0;\r\n var zScale = Math.sqrt(1.0 - z * z) * scale;\r\n\r\n out[0] = Math.cos(r) * zScale;\r\n out[1] = Math.sin(r) * zScale;\r\n out[2] = z * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec3 with a mat4.\r\n * 4th vector component is implicitly '1'\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the vector to transform\r\n * @param {mat4} m matrix to transform with\r\n * @returns {vec3} out\r\n */\r\nexport function transformMat4(out, a, m) {\r\n var x = a[0],\r\n y = a[1],\r\n z = a[2];\r\n var w = m[3] * x + m[7] * y + m[11] * z + m[15];\r\n w = w || 1.0;\r\n out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\r\n out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\r\n out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec3 with a mat3.\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the vector to transform\r\n * @param {mat3} m the 3x3 matrix to transform with\r\n * @returns {vec3} out\r\n */\r\nexport function transformMat3(out, a, m) {\r\n var x = a[0],\r\n y = a[1],\r\n z = a[2];\r\n out[0] = x * m[0] + y * m[3] + z * m[6];\r\n out[1] = x * m[1] + y * m[4] + z * m[7];\r\n out[2] = x * m[2] + y * m[5] + z * m[8];\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec3 with a quat\r\n * Can also be used for dual quaternions. (Multiply it with the real part)\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec3} a the vector to transform\r\n * @param {quat} q quaternion to transform with\r\n * @returns {vec3} out\r\n */\r\nexport function transformQuat(out, a, q) {\r\n // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed\r\n var qx = q[0],\r\n qy = q[1],\r\n qz = q[2],\r\n qw = q[3];\r\n var x = a[0],\r\n y = a[1],\r\n z = a[2];\r\n // var qvec = [qx, qy, qz];\r\n // var uv = vec3.cross([], qvec, a);\r\n var uvx = qy * z - qz * y,\r\n uvy = qz * x - qx * z,\r\n uvz = qx * y - qy * x;\r\n // var uuv = vec3.cross([], qvec, uv);\r\n var uuvx = qy * uvz - qz * uvy,\r\n uuvy = qz * uvx - qx * uvz,\r\n uuvz = qx * uvy - qy * uvx;\r\n // vec3.scale(uv, uv, 2 * w);\r\n var w2 = qw * 2;\r\n uvx *= w2;\r\n uvy *= w2;\r\n uvz *= w2;\r\n // vec3.scale(uuv, uuv, 2);\r\n uuvx *= 2;\r\n uuvy *= 2;\r\n uuvz *= 2;\r\n // return vec3.add(out, a, vec3.add(out, uv, uuv));\r\n out[0] = x + uvx + uuvx;\r\n out[1] = y + uvy + uuvy;\r\n out[2] = z + uvz + uuvz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotate a 3D vector around the x-axis\r\n * @param {vec3} out The receiving vec3\r\n * @param {vec3} a The vec3 point to rotate\r\n * @param {vec3} b The origin of the rotation\r\n * @param {Number} c The angle of rotation\r\n * @returns {vec3} out\r\n */\r\nexport function rotateX(out, a, b, c) {\r\n var p = [],\r\n r = [];\r\n //Translate point to the origin\r\n p[0] = a[0] - b[0];\r\n p[1] = a[1] - b[1];\r\n p[2] = a[2] - b[2];\r\n\r\n //perform rotation\r\n r[0] = p[0];\r\n r[1] = p[1] * Math.cos(c) - p[2] * Math.sin(c);\r\n r[2] = p[1] * Math.sin(c) + p[2] * Math.cos(c);\r\n\r\n //translate to correct position\r\n out[0] = r[0] + b[0];\r\n out[1] = r[1] + b[1];\r\n out[2] = r[2] + b[2];\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotate a 3D vector around the y-axis\r\n * @param {vec3} out The receiving vec3\r\n * @param {vec3} a The vec3 point to rotate\r\n * @param {vec3} b The origin of the rotation\r\n * @param {Number} c The angle of rotation\r\n * @returns {vec3} out\r\n */\r\nexport function rotateY(out, a, b, c) {\r\n var p = [],\r\n r = [];\r\n //Translate point to the origin\r\n p[0] = a[0] - b[0];\r\n p[1] = a[1] - b[1];\r\n p[2] = a[2] - b[2];\r\n\r\n //perform rotation\r\n r[0] = p[2] * Math.sin(c) + p[0] * Math.cos(c);\r\n r[1] = p[1];\r\n r[2] = p[2] * Math.cos(c) - p[0] * Math.sin(c);\r\n\r\n //translate to correct position\r\n out[0] = r[0] + b[0];\r\n out[1] = r[1] + b[1];\r\n out[2] = r[2] + b[2];\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotate a 3D vector around the z-axis\r\n * @param {vec3} out The receiving vec3\r\n * @param {vec3} a The vec3 point to rotate\r\n * @param {vec3} b The origin of the rotation\r\n * @param {Number} c The angle of rotation\r\n * @returns {vec3} out\r\n */\r\nexport function rotateZ(out, a, b, c) {\r\n var p = [],\r\n r = [];\r\n //Translate point to the origin\r\n p[0] = a[0] - b[0];\r\n p[1] = a[1] - b[1];\r\n p[2] = a[2] - b[2];\r\n\r\n //perform rotation\r\n r[0] = p[0] * Math.cos(c) - p[1] * Math.sin(c);\r\n r[1] = p[0] * Math.sin(c) + p[1] * Math.cos(c);\r\n r[2] = p[2];\r\n\r\n //translate to correct position\r\n out[0] = r[0] + b[0];\r\n out[1] = r[1] + b[1];\r\n out[2] = r[2] + b[2];\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Get the angle between two 3D vectors\r\n * @param {vec3} a The first operand\r\n * @param {vec3} b The second operand\r\n * @returns {Number} The angle in radians\r\n */\r\nexport function angle(a, b) {\r\n var tempA = fromValues(a[0], a[1], a[2]);\r\n var tempB = fromValues(b[0], b[1], b[2]);\r\n\r\n normalize(tempA, tempA);\r\n normalize(tempB, tempB);\r\n\r\n var cosine = dot(tempA, tempB);\r\n\r\n if (cosine > 1.0) {\r\n return 0;\r\n } else if (cosine < -1.0) {\r\n return Math.PI;\r\n } else {\r\n return Math.acos(cosine);\r\n }\r\n}\r\n\r\n/**\r\n * Returns a string representation of a vector\r\n *\r\n * @param {vec3} a vector to represent as a string\r\n * @returns {String} string representation of the vector\r\n */\r\nexport function str(a) {\r\n return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';\r\n}\r\n\r\n/**\r\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {vec3} a The first vector.\r\n * @param {vec3} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\r\n}\r\n\r\n/**\r\n * Returns whether or not the vectors have approximately the same elements in the same position.\r\n *\r\n * @param {vec3} a The first vector.\r\n * @param {vec3} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));\r\n}\r\n\r\n/**\r\n * Alias for {@link vec3.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\r\n\r\n/**\r\n * Alias for {@link vec3.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link vec3.divide}\r\n * @function\r\n */\r\nexport var div = divide;\r\n\r\n/**\r\n * Alias for {@link vec3.distance}\r\n * @function\r\n */\r\nexport var dist = distance;\r\n\r\n/**\r\n * Alias for {@link vec3.squaredDistance}\r\n * @function\r\n */\r\nexport var sqrDist = squaredDistance;\r\n\r\n/**\r\n * Alias for {@link vec3.length}\r\n * @function\r\n */\r\nexport var len = length;\r\n\r\n/**\r\n * Alias for {@link vec3.squaredLength}\r\n * @function\r\n */\r\nexport var sqrLen = squaredLength;\r\n\r\n/**\r\n * Perform some operation over an array of vec3s.\r\n *\r\n * @param {Array} a the array of vectors to iterate over\r\n * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed\r\n * @param {Number} offset Number of elements to skip at the beginning of the array\r\n * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array\r\n * @param {Function} fn Function to call for each vector in the array\r\n * @param {Object} [arg] additional argument to pass to fn\r\n * @returns {Array} a\r\n * @function\r\n */\r\nexport var forEach = function () {\r\n var vec = create();\r\n\r\n return function (a, stride, offset, count, fn, arg) {\r\n var i = void 0,\r\n l = void 0;\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n\r\n if (count) {\r\n l = Math.min(count * stride + offset, a.length);\r\n } else {\r\n l = a.length;\r\n }\r\n\r\n for (i = offset; i < l; i += stride) {\r\n vec[0] = a[i];vec[1] = a[i + 1];vec[2] = a[i + 2];\r\n fn(vec, vec, arg);\r\n a[i] = vec[0];a[i + 1] = vec[1];a[i + 2] = vec[2];\r\n }\r\n\r\n return a;\r\n };\r\n}();\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/vec3.js\n// module id = 10\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 4 Dimensional Vector\r\n * @module vec4\r\n */\r\n\r\n/**\r\n * Creates a new, empty vec4\r\n *\r\n * @returns {vec4} a new 4D vector\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 0;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new vec4 initialized with values from an existing vector\r\n *\r\n * @param {vec4} a vector to clone\r\n * @returns {vec4} a new 4D vector\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new vec4 initialized with the given values\r\n *\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @param {Number} z Z component\r\n * @param {Number} w W component\r\n * @returns {vec4} a new 4D vector\r\n */\r\nexport function fromValues(x, y, z, w) {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n out[0] = x;\r\n out[1] = y;\r\n out[2] = z;\r\n out[3] = w;\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one vec4 to another\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the source vector\r\n * @returns {vec4} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a vec4 to the given values\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @param {Number} z Z component\r\n * @param {Number} w W component\r\n * @returns {vec4} out\r\n */\r\nexport function set(out, x, y, z, w) {\r\n out[0] = x;\r\n out[1] = y;\r\n out[2] = z;\r\n out[3] = w;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two vec4's\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {vec4} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n out[3] = a[3] + b[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts vector b from vector a\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {vec4} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n out[2] = a[2] - b[2];\r\n out[3] = a[3] - b[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiplies two vec4's\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {vec4} out\r\n */\r\nexport function multiply(out, a, b) {\r\n out[0] = a[0] * b[0];\r\n out[1] = a[1] * b[1];\r\n out[2] = a[2] * b[2];\r\n out[3] = a[3] * b[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Divides two vec4's\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {vec4} out\r\n */\r\nexport function divide(out, a, b) {\r\n out[0] = a[0] / b[0];\r\n out[1] = a[1] / b[1];\r\n out[2] = a[2] / b[2];\r\n out[3] = a[3] / b[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.ceil the components of a vec4\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a vector to ceil\r\n * @returns {vec4} out\r\n */\r\nexport function ceil(out, a) {\r\n out[0] = Math.ceil(a[0]);\r\n out[1] = Math.ceil(a[1]);\r\n out[2] = Math.ceil(a[2]);\r\n out[3] = Math.ceil(a[3]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.floor the components of a vec4\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a vector to floor\r\n * @returns {vec4} out\r\n */\r\nexport function floor(out, a) {\r\n out[0] = Math.floor(a[0]);\r\n out[1] = Math.floor(a[1]);\r\n out[2] = Math.floor(a[2]);\r\n out[3] = Math.floor(a[3]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the minimum of two vec4's\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {vec4} out\r\n */\r\nexport function min(out, a, b) {\r\n out[0] = Math.min(a[0], b[0]);\r\n out[1] = Math.min(a[1], b[1]);\r\n out[2] = Math.min(a[2], b[2]);\r\n out[3] = Math.min(a[3], b[3]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the maximum of two vec4's\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {vec4} out\r\n */\r\nexport function max(out, a, b) {\r\n out[0] = Math.max(a[0], b[0]);\r\n out[1] = Math.max(a[1], b[1]);\r\n out[2] = Math.max(a[2], b[2]);\r\n out[3] = Math.max(a[3], b[3]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.round the components of a vec4\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a vector to round\r\n * @returns {vec4} out\r\n */\r\nexport function round(out, a) {\r\n out[0] = Math.round(a[0]);\r\n out[1] = Math.round(a[1]);\r\n out[2] = Math.round(a[2]);\r\n out[3] = Math.round(a[3]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Scales a vec4 by a scalar number\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the vector to scale\r\n * @param {Number} b amount to scale the vector by\r\n * @returns {vec4} out\r\n */\r\nexport function scale(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n out[3] = a[3] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two vec4's after scaling the second operand by a scalar value\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @param {Number} scale the amount to scale b by before adding\r\n * @returns {vec4} out\r\n */\r\nexport function scaleAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n out[2] = a[2] + b[2] * scale;\r\n out[3] = a[3] + b[3] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the euclidian distance between two vec4's\r\n *\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {Number} distance between a and b\r\n */\r\nexport function distance(a, b) {\r\n var x = b[0] - a[0];\r\n var y = b[1] - a[1];\r\n var z = b[2] - a[2];\r\n var w = b[3] - a[3];\r\n return Math.sqrt(x * x + y * y + z * z + w * w);\r\n}\r\n\r\n/**\r\n * Calculates the squared euclidian distance between two vec4's\r\n *\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {Number} squared distance between a and b\r\n */\r\nexport function squaredDistance(a, b) {\r\n var x = b[0] - a[0];\r\n var y = b[1] - a[1];\r\n var z = b[2] - a[2];\r\n var w = b[3] - a[3];\r\n return x * x + y * y + z * z + w * w;\r\n}\r\n\r\n/**\r\n * Calculates the length of a vec4\r\n *\r\n * @param {vec4} a vector to calculate length of\r\n * @returns {Number} length of a\r\n */\r\nexport function length(a) {\r\n var x = a[0];\r\n var y = a[1];\r\n var z = a[2];\r\n var w = a[3];\r\n return Math.sqrt(x * x + y * y + z * z + w * w);\r\n}\r\n\r\n/**\r\n * Calculates the squared length of a vec4\r\n *\r\n * @param {vec4} a vector to calculate squared length of\r\n * @returns {Number} squared length of a\r\n */\r\nexport function squaredLength(a) {\r\n var x = a[0];\r\n var y = a[1];\r\n var z = a[2];\r\n var w = a[3];\r\n return x * x + y * y + z * z + w * w;\r\n}\r\n\r\n/**\r\n * Negates the components of a vec4\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a vector to negate\r\n * @returns {vec4} out\r\n */\r\nexport function negate(out, a) {\r\n out[0] = -a[0];\r\n out[1] = -a[1];\r\n out[2] = -a[2];\r\n out[3] = -a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the inverse of the components of a vec4\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a vector to invert\r\n * @returns {vec4} out\r\n */\r\nexport function inverse(out, a) {\r\n out[0] = 1.0 / a[0];\r\n out[1] = 1.0 / a[1];\r\n out[2] = 1.0 / a[2];\r\n out[3] = 1.0 / a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Normalize a vec4\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a vector to normalize\r\n * @returns {vec4} out\r\n */\r\nexport function normalize(out, a) {\r\n var x = a[0];\r\n var y = a[1];\r\n var z = a[2];\r\n var w = a[3];\r\n var len = x * x + y * y + z * z + w * w;\r\n if (len > 0) {\r\n len = 1 / Math.sqrt(len);\r\n out[0] = x * len;\r\n out[1] = y * len;\r\n out[2] = z * len;\r\n out[3] = w * len;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the dot product of two vec4's\r\n *\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @returns {Number} dot product of a and b\r\n */\r\nexport function dot(a, b) {\r\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];\r\n}\r\n\r\n/**\r\n * Performs a linear interpolation between two vec4's\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the first operand\r\n * @param {vec4} b the second operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {vec4} out\r\n */\r\nexport function lerp(out, a, b, t) {\r\n var ax = a[0];\r\n var ay = a[1];\r\n var az = a[2];\r\n var aw = a[3];\r\n out[0] = ax + t * (b[0] - ax);\r\n out[1] = ay + t * (b[1] - ay);\r\n out[2] = az + t * (b[2] - az);\r\n out[3] = aw + t * (b[3] - aw);\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a random vector with the given scale\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\r\n * @returns {vec4} out\r\n */\r\nexport function random(out, scale) {\r\n scale = scale || 1.0;\r\n\r\n // Marsaglia, George. Choosing a Point from the Surface of a\r\n // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.\r\n // http://projecteuclid.org/euclid.aoms/1177692644;\r\n var v1, v2, v3, v4;\r\n var s1, s2;\r\n do {\r\n v1 = glMatrix.RANDOM() * 2 - 1;\r\n v2 = glMatrix.RANDOM() * 2 - 1;\r\n s1 = v1 * v1 + v2 * v2;\r\n } while (s1 >= 1);\r\n do {\r\n v3 = glMatrix.RANDOM() * 2 - 1;\r\n v4 = glMatrix.RANDOM() * 2 - 1;\r\n s2 = v3 * v3 + v4 * v4;\r\n } while (s2 >= 1);\r\n\r\n var d = Math.sqrt((1 - s1) / s2);\r\n out[0] = scale * v1;\r\n out[1] = scale * v2;\r\n out[2] = scale * v3 * d;\r\n out[3] = scale * v4 * d;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec4 with a mat4.\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the vector to transform\r\n * @param {mat4} m matrix to transform with\r\n * @returns {vec4} out\r\n */\r\nexport function transformMat4(out, a, m) {\r\n var x = a[0],\r\n y = a[1],\r\n z = a[2],\r\n w = a[3];\r\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\r\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\r\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\r\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec4 with a quat\r\n *\r\n * @param {vec4} out the receiving vector\r\n * @param {vec4} a the vector to transform\r\n * @param {quat} q quaternion to transform with\r\n * @returns {vec4} out\r\n */\r\nexport function transformQuat(out, a, q) {\r\n var x = a[0],\r\n y = a[1],\r\n z = a[2];\r\n var qx = q[0],\r\n qy = q[1],\r\n qz = q[2],\r\n qw = q[3];\r\n\r\n // calculate quat * vec\r\n var ix = qw * x + qy * z - qz * y;\r\n var iy = qw * y + qz * x - qx * z;\r\n var iz = qw * z + qx * y - qy * x;\r\n var iw = -qx * x - qy * y - qz * z;\r\n\r\n // calculate result * inverse quat\r\n out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;\r\n out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;\r\n out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;\r\n out[3] = a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a string representation of a vector\r\n *\r\n * @param {vec4} a vector to represent as a string\r\n * @returns {String} string representation of the vector\r\n */\r\nexport function str(a) {\r\n return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';\r\n}\r\n\r\n/**\r\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {vec4} a The first vector.\r\n * @param {vec4} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\r\n}\r\n\r\n/**\r\n * Returns whether or not the vectors have approximately the same elements in the same position.\r\n *\r\n * @param {vec4} a The first vector.\r\n * @param {vec4} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));\r\n}\r\n\r\n/**\r\n * Alias for {@link vec4.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\r\n\r\n/**\r\n * Alias for {@link vec4.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link vec4.divide}\r\n * @function\r\n */\r\nexport var div = divide;\r\n\r\n/**\r\n * Alias for {@link vec4.distance}\r\n * @function\r\n */\r\nexport var dist = distance;\r\n\r\n/**\r\n * Alias for {@link vec4.squaredDistance}\r\n * @function\r\n */\r\nexport var sqrDist = squaredDistance;\r\n\r\n/**\r\n * Alias for {@link vec4.length}\r\n * @function\r\n */\r\nexport var len = length;\r\n\r\n/**\r\n * Alias for {@link vec4.squaredLength}\r\n * @function\r\n */\r\nexport var sqrLen = squaredLength;\r\n\r\n/**\r\n * Perform some operation over an array of vec4s.\r\n *\r\n * @param {Array} a the array of vectors to iterate over\r\n * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed\r\n * @param {Number} offset Number of elements to skip at the beginning of the array\r\n * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array\r\n * @param {Function} fn Function to call for each vector in the array\r\n * @param {Object} [arg] additional argument to pass to fn\r\n * @returns {Array} a\r\n * @function\r\n */\r\nexport var forEach = function () {\r\n var vec = create();\r\n\r\n return function (a, stride, offset, count, fn, arg) {\r\n var i = void 0,\r\n l = void 0;\r\n if (!stride) {\r\n stride = 4;\r\n }\r\n\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n\r\n if (count) {\r\n l = Math.min(count * stride + offset, a.length);\r\n } else {\r\n l = a.length;\r\n }\r\n\r\n for (i = offset; i < l; i += stride) {\r\n vec[0] = a[i];vec[1] = a[i + 1];vec[2] = a[i + 2];vec[3] = a[i + 3];\r\n fn(vec, vec, arg);\r\n a[i] = vec[0];a[i + 1] = vec[1];a[i + 2] = vec[2];a[i + 3] = vec[3];\r\n }\r\n\r\n return a;\r\n };\r\n}();\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/vec4.js\n// module id = 11\n// module chunks = 0","module.exports = \"#version 100\\r\\nprecision highp float;\\r\\n\\r\\nattribute vec3 a_position;\\r\\n\\r\\nvarying vec2 v_uv;\\r\\n\\r\\nvoid main() {\\r\\n gl_Position = vec4(a_position, 1.0);\\r\\n v_uv = a_position.xy * 0.5 + 0.5;\\r\\n}\"\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/shaders/quad.vert.glsl\n// module id = 12\n// module chunks = 0","import TextureBuffer from './textureBuffer';\r\nimport { vec3, vec4 } from \"gl-matrix\"\r\n\r\n\r\nexport const MAX_LIGHTS_PER_CLUSTER = 100;\r\n\r\n\r\nexport default class BaseRenderer {\r\n constructor(xSlices, ySlices, zSlices) {\r\n // Create a texture to store cluster data. Each cluster stores the number of lights followed by the light indices\r\n this._clusterTexture = new TextureBuffer(xSlices * ySlices * zSlices, MAX_LIGHTS_PER_CLUSTER + 1);\r\n this._xSlices = xSlices;\r\n this._ySlices = ySlices;\r\n this._zSlices = zSlices;\r\n\r\n this.nearWidth = 0;\r\n this.nearHeight = 0;\r\n this.farWidth = 0;\r\n this.farHeight = 0;\r\n }\r\n \r\n updateClusters(camera, viewMatrix, scene) {\r\n // TODO: Update the cluster texture with the count and indices of the lights in each cluster\r\n // This will take some time. The math is nontrivial...\r\n\r\n let ta = Math.tan(camera.fov * 0.5 * (Math.PI / 180.0));\r\n let tb = camera.aspect * ta;\r\n\r\n this.nearHeight = 2.0 * ta * camera.near;\r\n this.nearWidth = 2.0 * tb * camera.near;\r\n\r\n this.farHeight = 2.0 * ta * camera.far;\r\n this.farWidth = 2.0 * tb * camera.far;\r\n\r\n for (let z = 0; z < this._zSlices; ++z) {\r\n for (let y = 0; y < this._ySlices; ++y) {\r\n for (let x = 0; x < this._xSlices; ++x) {\r\n // Reset the light count to 0 for every cluster\r\n let i = x + y * this._xSlices + z * this._xSlices * this._ySlices;\r\n this._clusterTexture.buffer[this._clusterTexture.bufferIndex(i, 0)] = 0;\r\n }\r\n }\r\n }\r\n\r\n for(let lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {\r\n let bounds = this.getBounds(scene, lightIndex, camera.near, this.nearWidth, this.nearHeight, camera.far, this.farWidth, this.farHeight, viewMatrix);\r\n\r\n for(let x = bounds.left; x <= bounds.right; x++) {\r\n for(let y = bounds.bottom; y <= bounds.top; y++) {\r\n for(let z = bounds.close; z <= bounds.far; z++) {\r\n let i = x + y * this._xSlices + z * this._xSlices * this._ySlices;\r\n let countIndex = this._clusterTexture.bufferIndex(i, 0);\r\n let c = this._clusterTexture.buffer[countIndex] + 1;\r\n if (c < MAX_LIGHTS_PER_CLUSTER)\r\n {\r\n this._clusterTexture.buffer[countIndex] = c;\r\n let nextLightIndex = this._clusterTexture.bufferIndex(i, Math.floor(c / 4)) + (c % 4);\r\n this._clusterTexture.buffer[nextLightIndex] = lightIndex;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._clusterTexture.update();\r\n }\r\n\r\n getBounds(scene, lightIndex, nearClip, nearWidth, nearHeight, farClip, farWidth, farHeight, viewMatrix) {\r\n let bounds = { 'left': 0, 'right': 0, 'top': 0, 'bottom': 0, 'close': 0, 'far': 0 };\r\n\r\n let lightPositionArray = scene.lights[lightIndex].position;\r\n let lightPosVec4 = vec4.fromValues(lightPositionArray[0], lightPositionArray[1], lightPositionArray[2], 1);\r\n vec4.transformMat4(lightPosVec4, lightPosVec4, viewMatrix);\r\n\r\n let lightPos = vec3.fromValues(lightPosVec4[0], lightPosVec4[1], lightPosVec4[2]);\r\n let lightRadius = scene.lights[lightIndex].radius;\r\n\r\n let proportion = ( (Math.abs(lightPos[2]) - 1.0 * nearClip)/(1.0 * farClip - 1.0 * nearClip) );\r\n\r\n // Get the bounds of the slice of the frustrum that this light lies in\r\n let sliceWidth = nearWidth * (1-proportion) + farWidth * proportion;\r\n let sliceHeight = nearHeight * (1-proportion) + farHeight * proportion;\r\n\r\n bounds.left = Math.floor((lightPos[0] - lightRadius + 0.5 * sliceWidth) / (sliceWidth / this._xSlices));\r\n bounds.right = Math.floor((lightPos[0] + lightRadius + 0.5 * sliceWidth) / (sliceWidth / this._xSlices));\r\n\r\n bounds.bottom = Math.floor((lightPos[1] - lightRadius + 0.5 * sliceHeight) / (sliceHeight / this._ySlices));\r\n bounds.top = Math.floor((lightPos[1] + lightRadius + 0.5 * sliceHeight) / (sliceHeight / this._ySlices));\r\n\r\n bounds.close = Math.floor((Math.abs(lightPos[2]) - lightRadius - nearClip) / ((farClip - nearClip) / this._zSlices));\r\n bounds.far = Math.floor((Math.abs(lightPos[2]) + lightRadius - nearClip) / ((farClip - nearClip) / this._zSlices));\r\n\r\n bounds.left = Math.max(0, Math.min(this._xSlices - 1, bounds.left));\r\n bounds.right = Math.max(0, Math.min(this._xSlices - 1, bounds.right));\r\n\r\n bounds.bottom = Math.max(0, Math.min(this._ySlices - 1, bounds.bottom));\r\n bounds.top = Math.max(0, Math.min(this._ySlices - 1, bounds.top));\r\n\r\n bounds.close = Math.max(0, Math.min(this._zSlices - 1, bounds.close));\r\n bounds.far = Math.max(0, Math.min(this._zSlices - 1, bounds.far));\r\n\r\n return bounds;\r\n }\r\n}\n\n\n// WEBPACK FOOTER //\n// ./src/renderers/base.js","/**\n * dat-gui JavaScript Controller Library\n * http://code.google.com/p/dat-gui\n *\n * Copyright 2011 Data Arts Team, Google Creative Lab\n *\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\nfunction ___$insertStyle(css) {\n if (!css) {\n return;\n }\n if (typeof window === 'undefined') {\n return;\n }\n\n var style = document.createElement('style');\n\n style.setAttribute('type', 'text/css');\n style.innerHTML = css;\n document.head.appendChild(style);\n\n return css;\n}\n\nfunction colorToString (color, forceCSSHex) {\n var colorFormat = color.__state.conversionName.toString();\n var r = Math.round(color.r);\n var g = Math.round(color.g);\n var b = Math.round(color.b);\n var a = color.a;\n var h = Math.round(color.h);\n var s = color.s.toFixed(1);\n var v = color.v.toFixed(1);\n if (forceCSSHex || colorFormat === 'THREE_CHAR_HEX' || colorFormat === 'SIX_CHAR_HEX') {\n var str = color.hex.toString(16);\n while (str.length < 6) {\n str = '0' + str;\n }\n return '#' + str;\n } else if (colorFormat === 'CSS_RGB') {\n return 'rgb(' + r + ',' + g + ',' + b + ')';\n } else if (colorFormat === 'CSS_RGBA') {\n return 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';\n } else if (colorFormat === 'HEX') {\n return '0x' + color.hex.toString(16);\n } else if (colorFormat === 'RGB_ARRAY') {\n return '[' + r + ',' + g + ',' + b + ']';\n } else if (colorFormat === 'RGBA_ARRAY') {\n return '[' + r + ',' + g + ',' + b + ',' + a + ']';\n } else if (colorFormat === 'RGB_OBJ') {\n return '{r:' + r + ',g:' + g + ',b:' + b + '}';\n } else if (colorFormat === 'RGBA_OBJ') {\n return '{r:' + r + ',g:' + g + ',b:' + b + ',a:' + a + '}';\n } else if (colorFormat === 'HSV_OBJ') {\n return '{h:' + h + ',s:' + s + ',v:' + v + '}';\n } else if (colorFormat === 'HSVA_OBJ') {\n return '{h:' + h + ',s:' + s + ',v:' + v + ',a:' + a + '}';\n }\n return 'unknown format';\n}\n\nvar ARR_EACH = Array.prototype.forEach;\nvar ARR_SLICE = Array.prototype.slice;\nvar Common = {\n BREAK: {},\n extend: function extend(target) {\n this.each(ARR_SLICE.call(arguments, 1), function (obj) {\n var keys = this.isObject(obj) ? Object.keys(obj) : [];\n keys.forEach(function (key) {\n if (!this.isUndefined(obj[key])) {\n target[key] = obj[key];\n }\n }.bind(this));\n }, this);\n return target;\n },\n defaults: function defaults(target) {\n this.each(ARR_SLICE.call(arguments, 1), function (obj) {\n var keys = this.isObject(obj) ? Object.keys(obj) : [];\n keys.forEach(function (key) {\n if (this.isUndefined(target[key])) {\n target[key] = obj[key];\n }\n }.bind(this));\n }, this);\n return target;\n },\n compose: function compose() {\n var toCall = ARR_SLICE.call(arguments);\n return function () {\n var args = ARR_SLICE.call(arguments);\n for (var i = toCall.length - 1; i >= 0; i--) {\n args = [toCall[i].apply(this, args)];\n }\n return args[0];\n };\n },\n each: function each(obj, itr, scope) {\n if (!obj) {\n return;\n }\n if (ARR_EACH && obj.forEach && obj.forEach === ARR_EACH) {\n obj.forEach(itr, scope);\n } else if (obj.length === obj.length + 0) {\n var key = void 0;\n var l = void 0;\n for (key = 0, l = obj.length; key < l; key++) {\n if (key in obj && itr.call(scope, obj[key], key) === this.BREAK) {\n return;\n }\n }\n } else {\n for (var _key in obj) {\n if (itr.call(scope, obj[_key], _key) === this.BREAK) {\n return;\n }\n }\n }\n },\n defer: function defer(fnc) {\n setTimeout(fnc, 0);\n },\n debounce: function debounce(func, threshold, callImmediately) {\n var timeout = void 0;\n return function () {\n var obj = this;\n var args = arguments;\n function delayed() {\n timeout = null;\n if (!callImmediately) func.apply(obj, args);\n }\n var callNow = callImmediately || !timeout;\n clearTimeout(timeout);\n timeout = setTimeout(delayed, threshold);\n if (callNow) {\n func.apply(obj, args);\n }\n };\n },\n toArray: function toArray(obj) {\n if (obj.toArray) return obj.toArray();\n return ARR_SLICE.call(obj);\n },\n isUndefined: function isUndefined(obj) {\n return obj === undefined;\n },\n isNull: function isNull(obj) {\n return obj === null;\n },\n isNaN: function (_isNaN) {\n function isNaN(_x) {\n return _isNaN.apply(this, arguments);\n }\n isNaN.toString = function () {\n return _isNaN.toString();\n };\n return isNaN;\n }(function (obj) {\n return isNaN(obj);\n }),\n isArray: Array.isArray || function (obj) {\n return obj.constructor === Array;\n },\n isObject: function isObject(obj) {\n return obj === Object(obj);\n },\n isNumber: function isNumber(obj) {\n return obj === obj + 0;\n },\n isString: function isString(obj) {\n return obj === obj + '';\n },\n isBoolean: function isBoolean(obj) {\n return obj === false || obj === true;\n },\n isFunction: function isFunction(obj) {\n return Object.prototype.toString.call(obj) === '[object Function]';\n }\n};\n\nvar INTERPRETATIONS = [\n{\n litmus: Common.isString,\n conversions: {\n THREE_CHAR_HEX: {\n read: function read(original) {\n var test = original.match(/^#([A-F0-9])([A-F0-9])([A-F0-9])$/i);\n if (test === null) {\n return false;\n }\n return {\n space: 'HEX',\n hex: parseInt('0x' + test[1].toString() + test[1].toString() + test[2].toString() + test[2].toString() + test[3].toString() + test[3].toString(), 0)\n };\n },\n write: colorToString\n },\n SIX_CHAR_HEX: {\n read: function read(original) {\n var test = original.match(/^#([A-F0-9]{6})$/i);\n if (test === null) {\n return false;\n }\n return {\n space: 'HEX',\n hex: parseInt('0x' + test[1].toString(), 0)\n };\n },\n write: colorToString\n },\n CSS_RGB: {\n read: function read(original) {\n var test = original.match(/^rgb\\(\\s*(.+)\\s*,\\s*(.+)\\s*,\\s*(.+)\\s*\\)/);\n if (test === null) {\n return false;\n }\n return {\n space: 'RGB',\n r: parseFloat(test[1]),\n g: parseFloat(test[2]),\n b: parseFloat(test[3])\n };\n },\n write: colorToString\n },\n CSS_RGBA: {\n read: function read(original) {\n var test = original.match(/^rgba\\(\\s*(.+)\\s*,\\s*(.+)\\s*,\\s*(.+)\\s*,\\s*(.+)\\s*\\)/);\n if (test === null) {\n return false;\n }\n return {\n space: 'RGB',\n r: parseFloat(test[1]),\n g: parseFloat(test[2]),\n b: parseFloat(test[3]),\n a: parseFloat(test[4])\n };\n },\n write: colorToString\n }\n }\n},\n{\n litmus: Common.isNumber,\n conversions: {\n HEX: {\n read: function read(original) {\n return {\n space: 'HEX',\n hex: original,\n conversionName: 'HEX'\n };\n },\n write: function write(color) {\n return color.hex;\n }\n }\n }\n},\n{\n litmus: Common.isArray,\n conversions: {\n RGB_ARRAY: {\n read: function read(original) {\n if (original.length !== 3) {\n return false;\n }\n return {\n space: 'RGB',\n r: original[0],\n g: original[1],\n b: original[2]\n };\n },\n write: function write(color) {\n return [color.r, color.g, color.b];\n }\n },\n RGBA_ARRAY: {\n read: function read(original) {\n if (original.length !== 4) return false;\n return {\n space: 'RGB',\n r: original[0],\n g: original[1],\n b: original[2],\n a: original[3]\n };\n },\n write: function write(color) {\n return [color.r, color.g, color.b, color.a];\n }\n }\n }\n},\n{\n litmus: Common.isObject,\n conversions: {\n RGBA_OBJ: {\n read: function read(original) {\n if (Common.isNumber(original.r) && Common.isNumber(original.g) && Common.isNumber(original.b) && Common.isNumber(original.a)) {\n return {\n space: 'RGB',\n r: original.r,\n g: original.g,\n b: original.b,\n a: original.a\n };\n }\n return false;\n },\n write: function write(color) {\n return {\n r: color.r,\n g: color.g,\n b: color.b,\n a: color.a\n };\n }\n },\n RGB_OBJ: {\n read: function read(original) {\n if (Common.isNumber(original.r) && Common.isNumber(original.g) && Common.isNumber(original.b)) {\n return {\n space: 'RGB',\n r: original.r,\n g: original.g,\n b: original.b\n };\n }\n return false;\n },\n write: function write(color) {\n return {\n r: color.r,\n g: color.g,\n b: color.b\n };\n }\n },\n HSVA_OBJ: {\n read: function read(original) {\n if (Common.isNumber(original.h) && Common.isNumber(original.s) && Common.isNumber(original.v) && Common.isNumber(original.a)) {\n return {\n space: 'HSV',\n h: original.h,\n s: original.s,\n v: original.v,\n a: original.a\n };\n }\n return false;\n },\n write: function write(color) {\n return {\n h: color.h,\n s: color.s,\n v: color.v,\n a: color.a\n };\n }\n },\n HSV_OBJ: {\n read: function read(original) {\n if (Common.isNumber(original.h) && Common.isNumber(original.s) && Common.isNumber(original.v)) {\n return {\n space: 'HSV',\n h: original.h,\n s: original.s,\n v: original.v\n };\n }\n return false;\n },\n write: function write(color) {\n return {\n h: color.h,\n s: color.s,\n v: color.v\n };\n }\n }\n }\n}];\nvar result = void 0;\nvar toReturn = void 0;\nvar interpret = function interpret() {\n toReturn = false;\n var original = arguments.length > 1 ? Common.toArray(arguments) : arguments[0];\n Common.each(INTERPRETATIONS, function (family) {\n if (family.litmus(original)) {\n Common.each(family.conversions, function (conversion, conversionName) {\n result = conversion.read(original);\n if (toReturn === false && result !== false) {\n toReturn = result;\n result.conversionName = conversionName;\n result.conversion = conversion;\n return Common.BREAK;\n }\n });\n return Common.BREAK;\n }\n });\n return toReturn;\n};\n\nvar tmpComponent = void 0;\nvar ColorMath = {\n hsv_to_rgb: function hsv_to_rgb(h, s, v) {\n var hi = Math.floor(h / 60) % 6;\n var f = h / 60 - Math.floor(h / 60);\n var p = v * (1.0 - s);\n var q = v * (1.0 - f * s);\n var t = v * (1.0 - (1.0 - f) * s);\n var c = [[v, t, p], [q, v, p], [p, v, t], [p, q, v], [t, p, v], [v, p, q]][hi];\n return {\n r: c[0] * 255,\n g: c[1] * 255,\n b: c[2] * 255\n };\n },\n rgb_to_hsv: function rgb_to_hsv(r, g, b) {\n var min = Math.min(r, g, b);\n var max = Math.max(r, g, b);\n var delta = max - min;\n var h = void 0;\n var s = void 0;\n if (max !== 0) {\n s = delta / max;\n } else {\n return {\n h: NaN,\n s: 0,\n v: 0\n };\n }\n if (r === max) {\n h = (g - b) / delta;\n } else if (g === max) {\n h = 2 + (b - r) / delta;\n } else {\n h = 4 + (r - g) / delta;\n }\n h /= 6;\n if (h < 0) {\n h += 1;\n }\n return {\n h: h * 360,\n s: s,\n v: max / 255\n };\n },\n rgb_to_hex: function rgb_to_hex(r, g, b) {\n var hex = this.hex_with_component(0, 2, r);\n hex = this.hex_with_component(hex, 1, g);\n hex = this.hex_with_component(hex, 0, b);\n return hex;\n },\n component_from_hex: function component_from_hex(hex, componentIndex) {\n return hex >> componentIndex * 8 & 0xFF;\n },\n hex_with_component: function hex_with_component(hex, componentIndex, value) {\n return value << (tmpComponent = componentIndex * 8) | hex & ~(0xFF << tmpComponent);\n }\n};\n\nvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n return typeof obj;\n} : function (obj) {\n return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n};\n\n\n\n\n\n\n\n\n\n\n\nvar classCallCheck = function (instance, Constructor) {\n if (!(instance instanceof Constructor)) {\n throw new TypeError(\"Cannot call a class as a function\");\n }\n};\n\nvar createClass = function () {\n function defineProperties(target, props) {\n for (var i = 0; i < props.length; i++) {\n var descriptor = props[i];\n descriptor.enumerable = descriptor.enumerable || false;\n descriptor.configurable = true;\n if (\"value\" in descriptor) descriptor.writable = true;\n Object.defineProperty(target, descriptor.key, descriptor);\n }\n }\n\n return function (Constructor, protoProps, staticProps) {\n if (protoProps) defineProperties(Constructor.prototype, protoProps);\n if (staticProps) defineProperties(Constructor, staticProps);\n return Constructor;\n };\n}();\n\n\n\n\n\n\n\nvar get = function get(object, property, receiver) {\n if (object === null) object = Function.prototype;\n var desc = Object.getOwnPropertyDescriptor(object, property);\n\n if (desc === undefined) {\n var parent = Object.getPrototypeOf(object);\n\n if (parent === null) {\n return undefined;\n } else {\n return get(parent, property, receiver);\n }\n } else if (\"value\" in desc) {\n return desc.value;\n } else {\n var getter = desc.get;\n\n if (getter === undefined) {\n return undefined;\n }\n\n return getter.call(receiver);\n }\n};\n\nvar inherits = function (subClass, superClass) {\n if (typeof superClass !== \"function\" && superClass !== null) {\n throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n }\n\n subClass.prototype = Object.create(superClass && superClass.prototype, {\n constructor: {\n value: subClass,\n enumerable: false,\n writable: true,\n configurable: true\n }\n });\n if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n};\n\n\n\n\n\n\n\n\n\n\n\nvar possibleConstructorReturn = function (self, call) {\n if (!self) {\n throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n }\n\n return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n};\n\nvar Color = function () {\n function Color() {\n classCallCheck(this, Color);\n this.__state = interpret.apply(this, arguments);\n if (this.__state === false) {\n throw new Error('Failed to interpret color arguments');\n }\n this.__state.a = this.__state.a || 1;\n }\n createClass(Color, [{\n key: 'toString',\n value: function toString() {\n return colorToString(this);\n }\n }, {\n key: 'toHexString',\n value: function toHexString() {\n return colorToString(this, true);\n }\n }, {\n key: 'toOriginal',\n value: function toOriginal() {\n return this.__state.conversion.write(this);\n }\n }]);\n return Color;\n}();\nfunction defineRGBComponent(target, component, componentHexIndex) {\n Object.defineProperty(target, component, {\n get: function get$$1() {\n if (this.__state.space === 'RGB') {\n return this.__state[component];\n }\n Color.recalculateRGB(this, component, componentHexIndex);\n return this.__state[component];\n },\n set: function set$$1(v) {\n if (this.__state.space !== 'RGB') {\n Color.recalculateRGB(this, component, componentHexIndex);\n this.__state.space = 'RGB';\n }\n this.__state[component] = v;\n }\n });\n}\nfunction defineHSVComponent(target, component) {\n Object.defineProperty(target, component, {\n get: function get$$1() {\n if (this.__state.space === 'HSV') {\n return this.__state[component];\n }\n Color.recalculateHSV(this);\n return this.__state[component];\n },\n set: function set$$1(v) {\n if (this.__state.space !== 'HSV') {\n Color.recalculateHSV(this);\n this.__state.space = 'HSV';\n }\n this.__state[component] = v;\n }\n });\n}\nColor.recalculateRGB = function (color, component, componentHexIndex) {\n if (color.__state.space === 'HEX') {\n color.__state[component] = ColorMath.component_from_hex(color.__state.hex, componentHexIndex);\n } else if (color.__state.space === 'HSV') {\n Common.extend(color.__state, ColorMath.hsv_to_rgb(color.__state.h, color.__state.s, color.__state.v));\n } else {\n throw new Error('Corrupted color state');\n }\n};\nColor.recalculateHSV = function (color) {\n var result = ColorMath.rgb_to_hsv(color.r, color.g, color.b);\n Common.extend(color.__state, {\n s: result.s,\n v: result.v\n });\n if (!Common.isNaN(result.h)) {\n color.__state.h = result.h;\n } else if (Common.isUndefined(color.__state.h)) {\n color.__state.h = 0;\n }\n};\nColor.COMPONENTS = ['r', 'g', 'b', 'h', 's', 'v', 'hex', 'a'];\ndefineRGBComponent(Color.prototype, 'r', 2);\ndefineRGBComponent(Color.prototype, 'g', 1);\ndefineRGBComponent(Color.prototype, 'b', 0);\ndefineHSVComponent(Color.prototype, 'h');\ndefineHSVComponent(Color.prototype, 's');\ndefineHSVComponent(Color.prototype, 'v');\nObject.defineProperty(Color.prototype, 'a', {\n get: function get$$1() {\n return this.__state.a;\n },\n set: function set$$1(v) {\n this.__state.a = v;\n }\n});\nObject.defineProperty(Color.prototype, 'hex', {\n get: function get$$1() {\n if (!this.__state.space !== 'HEX') {\n this.__state.hex = ColorMath.rgb_to_hex(this.r, this.g, this.b);\n }\n return this.__state.hex;\n },\n set: function set$$1(v) {\n this.__state.space = 'HEX';\n this.__state.hex = v;\n }\n});\n\nvar Controller = function () {\n function Controller(object, property) {\n classCallCheck(this, Controller);\n this.initialValue = object[property];\n this.domElement = document.createElement('div');\n this.object = object;\n this.property = property;\n this.__onChange = undefined;\n this.__onFinishChange = undefined;\n }\n createClass(Controller, [{\n key: 'onChange',\n value: function onChange(fnc) {\n this.__onChange = fnc;\n return this;\n }\n }, {\n key: 'onFinishChange',\n value: function onFinishChange(fnc) {\n this.__onFinishChange = fnc;\n return this;\n }\n }, {\n key: 'setValue',\n value: function setValue(newValue) {\n this.object[this.property] = newValue;\n if (this.__onChange) {\n this.__onChange.call(this, newValue);\n }\n this.updateDisplay();\n return this;\n }\n }, {\n key: 'getValue',\n value: function getValue() {\n return this.object[this.property];\n }\n }, {\n key: 'updateDisplay',\n value: function updateDisplay() {\n return this;\n }\n }, {\n key: 'isModified',\n value: function isModified() {\n return this.initialValue !== this.getValue();\n }\n }]);\n return Controller;\n}();\n\nvar EVENT_MAP = {\n HTMLEvents: ['change'],\n MouseEvents: ['click', 'mousemove', 'mousedown', 'mouseup', 'mouseover'],\n KeyboardEvents: ['keydown']\n};\nvar EVENT_MAP_INV = {};\nCommon.each(EVENT_MAP, function (v, k) {\n Common.each(v, function (e) {\n EVENT_MAP_INV[e] = k;\n });\n});\nvar CSS_VALUE_PIXELS = /(\\d+(\\.\\d+)?)px/;\nfunction cssValueToPixels(val) {\n if (val === '0' || Common.isUndefined(val)) {\n return 0;\n }\n var match = val.match(CSS_VALUE_PIXELS);\n if (!Common.isNull(match)) {\n return parseFloat(match[1]);\n }\n return 0;\n}\nvar dom = {\n makeSelectable: function makeSelectable(elem, selectable) {\n if (elem === undefined || elem.style === undefined) return;\n elem.onselectstart = selectable ? function () {\n return false;\n } : function () {};\n elem.style.MozUserSelect = selectable ? 'auto' : 'none';\n elem.style.KhtmlUserSelect = selectable ? 'auto' : 'none';\n elem.unselectable = selectable ? 'on' : 'off';\n },\n makeFullscreen: function makeFullscreen(elem, hor, vert) {\n var vertical = vert;\n var horizontal = hor;\n if (Common.isUndefined(horizontal)) {\n horizontal = true;\n }\n if (Common.isUndefined(vertical)) {\n vertical = true;\n }\n elem.style.position = 'absolute';\n if (horizontal) {\n elem.style.left = 0;\n elem.style.right = 0;\n }\n if (vertical) {\n elem.style.top = 0;\n elem.style.bottom = 0;\n }\n },\n fakeEvent: function fakeEvent(elem, eventType, pars, aux) {\n var params = pars || {};\n var className = EVENT_MAP_INV[eventType];\n if (!className) {\n throw new Error('Event type ' + eventType + ' not supported.');\n }\n var evt = document.createEvent(className);\n switch (className) {\n case 'MouseEvents':\n {\n var clientX = params.x || params.clientX || 0;\n var clientY = params.y || params.clientY || 0;\n evt.initMouseEvent(eventType, params.bubbles || false, params.cancelable || true, window, params.clickCount || 1, 0,\n 0,\n clientX,\n clientY,\n false, false, false, false, 0, null);\n break;\n }\n case 'KeyboardEvents':\n {\n var init = evt.initKeyboardEvent || evt.initKeyEvent;\n Common.defaults(params, {\n cancelable: true,\n ctrlKey: false,\n altKey: false,\n shiftKey: false,\n metaKey: false,\n keyCode: undefined,\n charCode: undefined\n });\n init(eventType, params.bubbles || false, params.cancelable, window, params.ctrlKey, params.altKey, params.shiftKey, params.metaKey, params.keyCode, params.charCode);\n break;\n }\n default:\n {\n evt.initEvent(eventType, params.bubbles || false, params.cancelable || true);\n break;\n }\n }\n Common.defaults(evt, aux);\n elem.dispatchEvent(evt);\n },\n bind: function bind(elem, event, func, newBool) {\n var bool = newBool || false;\n if (elem.addEventListener) {\n elem.addEventListener(event, func, bool);\n } else if (elem.attachEvent) {\n elem.attachEvent('on' + event, func);\n }\n return dom;\n },\n unbind: function unbind(elem, event, func, newBool) {\n var bool = newBool || false;\n if (elem.removeEventListener) {\n elem.removeEventListener(event, func, bool);\n } else if (elem.detachEvent) {\n elem.detachEvent('on' + event, func);\n }\n return dom;\n },\n addClass: function addClass(elem, className) {\n if (elem.className === undefined) {\n elem.className = className;\n } else if (elem.className !== className) {\n var classes = elem.className.split(/ +/);\n if (classes.indexOf(className) === -1) {\n classes.push(className);\n elem.className = classes.join(' ').replace(/^\\s+/, '').replace(/\\s+$/, '');\n }\n }\n return dom;\n },\n removeClass: function removeClass(elem, className) {\n if (className) {\n if (elem.className === className) {\n elem.removeAttribute('class');\n } else {\n var classes = elem.className.split(/ +/);\n var index = classes.indexOf(className);\n if (index !== -1) {\n classes.splice(index, 1);\n elem.className = classes.join(' ');\n }\n }\n } else {\n elem.className = undefined;\n }\n return dom;\n },\n hasClass: function hasClass(elem, className) {\n return new RegExp('(?:^|\\\\s+)' + className + '(?:\\\\s+|$)').test(elem.className) || false;\n },\n getWidth: function getWidth(elem) {\n var style = getComputedStyle(elem);\n return cssValueToPixels(style['border-left-width']) + cssValueToPixels(style['border-right-width']) + cssValueToPixels(style['padding-left']) + cssValueToPixels(style['padding-right']) + cssValueToPixels(style.width);\n },\n getHeight: function getHeight(elem) {\n var style = getComputedStyle(elem);\n return cssValueToPixels(style['border-top-width']) + cssValueToPixels(style['border-bottom-width']) + cssValueToPixels(style['padding-top']) + cssValueToPixels(style['padding-bottom']) + cssValueToPixels(style.height);\n },\n getOffset: function getOffset(el) {\n var elem = el;\n var offset = { left: 0, top: 0 };\n if (elem.offsetParent) {\n do {\n offset.left += elem.offsetLeft;\n offset.top += elem.offsetTop;\n elem = elem.offsetParent;\n } while (elem);\n }\n return offset;\n },\n isActive: function isActive(elem) {\n return elem === document.activeElement && (elem.type || elem.href);\n }\n};\n\nvar BooleanController = function (_Controller) {\n inherits(BooleanController, _Controller);\n function BooleanController(object, property) {\n classCallCheck(this, BooleanController);\n var _this2 = possibleConstructorReturn(this, (BooleanController.__proto__ || Object.getPrototypeOf(BooleanController)).call(this, object, property));\n var _this = _this2;\n _this2.__prev = _this2.getValue();\n _this2.__checkbox = document.createElement('input');\n _this2.__checkbox.setAttribute('type', 'checkbox');\n function onChange() {\n _this.setValue(!_this.__prev);\n }\n dom.bind(_this2.__checkbox, 'change', onChange, false);\n _this2.domElement.appendChild(_this2.__checkbox);\n _this2.updateDisplay();\n return _this2;\n }\n createClass(BooleanController, [{\n key: 'setValue',\n value: function setValue(v) {\n var toReturn = get(BooleanController.prototype.__proto__ || Object.getPrototypeOf(BooleanController.prototype), 'setValue', this).call(this, v);\n if (this.__onFinishChange) {\n this.__onFinishChange.call(this, this.getValue());\n }\n this.__prev = this.getValue();\n return toReturn;\n }\n }, {\n key: 'updateDisplay',\n value: function updateDisplay() {\n if (this.getValue() === true) {\n this.__checkbox.setAttribute('checked', 'checked');\n this.__checkbox.checked = true;\n this.__prev = true;\n } else {\n this.__checkbox.checked = false;\n this.__prev = false;\n }\n return get(BooleanController.prototype.__proto__ || Object.getPrototypeOf(BooleanController.prototype), 'updateDisplay', this).call(this);\n }\n }]);\n return BooleanController;\n}(Controller);\n\nvar OptionController = function (_Controller) {\n inherits(OptionController, _Controller);\n function OptionController(object, property, opts) {\n classCallCheck(this, OptionController);\n var _this2 = possibleConstructorReturn(this, (OptionController.__proto__ || Object.getPrototypeOf(OptionController)).call(this, object, property));\n var options = opts;\n var _this = _this2;\n _this2.__select = document.createElement('select');\n if (Common.isArray(options)) {\n var map = {};\n Common.each(options, function (element) {\n map[element] = element;\n });\n options = map;\n }\n Common.each(options, function (value, key) {\n var opt = document.createElement('option');\n opt.innerHTML = key;\n opt.setAttribute('value', value);\n _this.__select.appendChild(opt);\n });\n _this2.updateDisplay();\n dom.bind(_this2.__select, 'change', function () {\n var desiredValue = this.options[this.selectedIndex].value;\n _this.setValue(desiredValue);\n });\n _this2.domElement.appendChild(_this2.__select);\n return _this2;\n }\n createClass(OptionController, [{\n key: 'setValue',\n value: function setValue(v) {\n var toReturn = get(OptionController.prototype.__proto__ || Object.getPrototypeOf(OptionController.prototype), 'setValue', this).call(this, v);\n if (this.__onFinishChange) {\n this.__onFinishChange.call(this, this.getValue());\n }\n return toReturn;\n }\n }, {\n key: 'updateDisplay',\n value: function updateDisplay() {\n if (dom.isActive(this.__select)) return this;\n this.__select.value = this.getValue();\n return get(OptionController.prototype.__proto__ || Object.getPrototypeOf(OptionController.prototype), 'updateDisplay', this).call(this);\n }\n }]);\n return OptionController;\n}(Controller);\n\nvar StringController = function (_Controller) {\n inherits(StringController, _Controller);\n function StringController(object, property) {\n classCallCheck(this, StringController);\n var _this2 = possibleConstructorReturn(this, (StringController.__proto__ || Object.getPrototypeOf(StringController)).call(this, object, property));\n var _this = _this2;\n function onChange() {\n _this.setValue(_this.__input.value);\n }\n function onBlur() {\n if (_this.__onFinishChange) {\n _this.__onFinishChange.call(_this, _this.getValue());\n }\n }\n _this2.__input = document.createElement('input');\n _this2.__input.setAttribute('type', 'text');\n dom.bind(_this2.__input, 'keyup', onChange);\n dom.bind(_this2.__input, 'change', onChange);\n dom.bind(_this2.__input, 'blur', onBlur);\n dom.bind(_this2.__input, 'keydown', function (e) {\n if (e.keyCode === 13) {\n this.blur();\n }\n });\n _this2.updateDisplay();\n _this2.domElement.appendChild(_this2.__input);\n return _this2;\n }\n createClass(StringController, [{\n key: 'updateDisplay',\n value: function updateDisplay() {\n if (!dom.isActive(this.__input)) {\n this.__input.value = this.getValue();\n }\n return get(StringController.prototype.__proto__ || Object.getPrototypeOf(StringController.prototype), 'updateDisplay', this).call(this);\n }\n }]);\n return StringController;\n}(Controller);\n\nfunction numDecimals(x) {\n var _x = x.toString();\n if (_x.indexOf('.') > -1) {\n return _x.length - _x.indexOf('.') - 1;\n }\n return 0;\n}\nvar NumberController = function (_Controller) {\n inherits(NumberController, _Controller);\n function NumberController(object, property, params) {\n classCallCheck(this, NumberController);\n var _this = possibleConstructorReturn(this, (NumberController.__proto__ || Object.getPrototypeOf(NumberController)).call(this, object, property));\n var _params = params || {};\n _this.__min = _params.min;\n _this.__max = _params.max;\n _this.__step = _params.step;\n if (Common.isUndefined(_this.__step)) {\n if (_this.initialValue === 0) {\n _this.__impliedStep = 1;\n } else {\n _this.__impliedStep = Math.pow(10, Math.floor(Math.log(Math.abs(_this.initialValue)) / Math.LN10)) / 10;\n }\n } else {\n _this.__impliedStep = _this.__step;\n }\n _this.__precision = numDecimals(_this.__impliedStep);\n return _this;\n }\n createClass(NumberController, [{\n key: 'setValue',\n value: function setValue(v) {\n var _v = v;\n if (this.__min !== undefined && _v < this.__min) {\n _v = this.__min;\n } else if (this.__max !== undefined && _v > this.__max) {\n _v = this.__max;\n }\n if (this.__step !== undefined && _v % this.__step !== 0) {\n _v = Math.round(_v / this.__step) * this.__step;\n }\n return get(NumberController.prototype.__proto__ || Object.getPrototypeOf(NumberController.prototype), 'setValue', this).call(this, _v);\n }\n }, {\n key: 'min',\n value: function min(minValue) {\n this.__min = minValue;\n return this;\n }\n }, {\n key: 'max',\n value: function max(maxValue) {\n this.__max = maxValue;\n return this;\n }\n }, {\n key: 'step',\n value: function step(stepValue) {\n this.__step = stepValue;\n this.__impliedStep = stepValue;\n this.__precision = numDecimals(stepValue);\n return this;\n }\n }]);\n return NumberController;\n}(Controller);\n\nfunction roundToDecimal(value, decimals) {\n var tenTo = Math.pow(10, decimals);\n return Math.round(value * tenTo) / tenTo;\n}\nvar NumberControllerBox = function (_NumberController) {\n inherits(NumberControllerBox, _NumberController);\n function NumberControllerBox(object, property, params) {\n classCallCheck(this, NumberControllerBox);\n var _this2 = possibleConstructorReturn(this, (NumberControllerBox.__proto__ || Object.getPrototypeOf(NumberControllerBox)).call(this, object, property, params));\n _this2.__truncationSuspended = false;\n var _this = _this2;\n var prevY = void 0;\n function onChange() {\n var attempted = parseFloat(_this.__input.value);\n if (!Common.isNaN(attempted)) {\n _this.setValue(attempted);\n }\n }\n function onFinish() {\n if (_this.__onFinishChange) {\n _this.__onFinishChange.call(_this, _this.getValue());\n }\n }\n function onBlur() {\n onFinish();\n }\n function onMouseDrag(e) {\n var diff = prevY - e.clientY;\n _this.setValue(_this.getValue() + diff * _this.__impliedStep);\n prevY = e.clientY;\n }\n function onMouseUp() {\n dom.unbind(window, 'mousemove', onMouseDrag);\n dom.unbind(window, 'mouseup', onMouseUp);\n onFinish();\n }\n function onMouseDown(e) {\n dom.bind(window, 'mousemove', onMouseDrag);\n dom.bind(window, 'mouseup', onMouseUp);\n prevY = e.clientY;\n }\n _this2.__input = document.createElement('input');\n _this2.__input.setAttribute('type', 'text');\n dom.bind(_this2.__input, 'change', onChange);\n dom.bind(_this2.__input, 'blur', onBlur);\n dom.bind(_this2.__input, 'mousedown', onMouseDown);\n dom.bind(_this2.__input, 'keydown', function (e) {\n if (e.keyCode === 13) {\n _this.__truncationSuspended = true;\n this.blur();\n _this.__truncationSuspended = false;\n onFinish();\n }\n });\n _this2.updateDisplay();\n _this2.domElement.appendChild(_this2.__input);\n return _this2;\n }\n createClass(NumberControllerBox, [{\n key: 'updateDisplay',\n value: function updateDisplay() {\n this.__input.value = this.__truncationSuspended ? this.getValue() : roundToDecimal(this.getValue(), this.__precision);\n return get(NumberControllerBox.prototype.__proto__ || Object.getPrototypeOf(NumberControllerBox.prototype), 'updateDisplay', this).call(this);\n }\n }]);\n return NumberControllerBox;\n}(NumberController);\n\nfunction map(v, i1, i2, o1, o2) {\n return o1 + (o2 - o1) * ((v - i1) / (i2 - i1));\n}\nvar NumberControllerSlider = function (_NumberController) {\n inherits(NumberControllerSlider, _NumberController);\n function NumberControllerSlider(object, property, min, max, step) {\n classCallCheck(this, NumberControllerSlider);\n var _this2 = possibleConstructorReturn(this, (NumberControllerSlider.__proto__ || Object.getPrototypeOf(NumberControllerSlider)).call(this, object, property, { min: min, max: max, step: step }));\n var _this = _this2;\n _this2.__background = document.createElement('div');\n _this2.__foreground = document.createElement('div');\n dom.bind(_this2.__background, 'mousedown', onMouseDown);\n dom.bind(_this2.__background, 'touchstart', onTouchStart);\n dom.addClass(_this2.__background, 'slider');\n dom.addClass(_this2.__foreground, 'slider-fg');\n function onMouseDown(e) {\n document.activeElement.blur();\n dom.bind(window, 'mousemove', onMouseDrag);\n dom.bind(window, 'mouseup', onMouseUp);\n onMouseDrag(e);\n }\n function onMouseDrag(e) {\n e.preventDefault();\n var bgRect = _this.__background.getBoundingClientRect();\n _this.setValue(map(e.clientX, bgRect.left, bgRect.right, _this.__min, _this.__max));\n return false;\n }\n function onMouseUp() {\n dom.unbind(window, 'mousemove', onMouseDrag);\n dom.unbind(window, 'mouseup', onMouseUp);\n if (_this.__onFinishChange) {\n _this.__onFinishChange.call(_this, _this.getValue());\n }\n }\n function onTouchStart(e) {\n if (e.touches.length !== 1) {\n return;\n }\n dom.bind(window, 'touchmove', onTouchMove);\n dom.bind(window, 'touchend', onTouchEnd);\n onTouchMove(e);\n }\n function onTouchMove(e) {\n var clientX = e.touches[0].clientX;\n var bgRect = _this.__background.getBoundingClientRect();\n _this.setValue(map(clientX, bgRect.left, bgRect.right, _this.__min, _this.__max));\n }\n function onTouchEnd() {\n dom.unbind(window, 'touchmove', onTouchMove);\n dom.unbind(window, 'touchend', onTouchEnd);\n if (_this.__onFinishChange) {\n _this.__onFinishChange.call(_this, _this.getValue());\n }\n }\n _this2.updateDisplay();\n _this2.__background.appendChild(_this2.__foreground);\n _this2.domElement.appendChild(_this2.__background);\n return _this2;\n }\n createClass(NumberControllerSlider, [{\n key: 'updateDisplay',\n value: function updateDisplay() {\n var pct = (this.getValue() - this.__min) / (this.__max - this.__min);\n this.__foreground.style.width = pct * 100 + '%';\n return get(NumberControllerSlider.prototype.__proto__ || Object.getPrototypeOf(NumberControllerSlider.prototype), 'updateDisplay', this).call(this);\n }\n }]);\n return NumberControllerSlider;\n}(NumberController);\n\nvar FunctionController = function (_Controller) {\n inherits(FunctionController, _Controller);\n function FunctionController(object, property, text) {\n classCallCheck(this, FunctionController);\n var _this2 = possibleConstructorReturn(this, (FunctionController.__proto__ || Object.getPrototypeOf(FunctionController)).call(this, object, property));\n var _this = _this2;\n _this2.__button = document.createElement('div');\n _this2.__button.innerHTML = text === undefined ? 'Fire' : text;\n dom.bind(_this2.__button, 'click', function (e) {\n e.preventDefault();\n _this.fire();\n return false;\n });\n dom.addClass(_this2.__button, 'button');\n _this2.domElement.appendChild(_this2.__button);\n return _this2;\n }\n createClass(FunctionController, [{\n key: 'fire',\n value: function fire() {\n if (this.__onChange) {\n this.__onChange.call(this);\n }\n this.getValue().call(this.object);\n if (this.__onFinishChange) {\n this.__onFinishChange.call(this, this.getValue());\n }\n }\n }]);\n return FunctionController;\n}(Controller);\n\nvar ColorController = function (_Controller) {\n inherits(ColorController, _Controller);\n function ColorController(object, property) {\n classCallCheck(this, ColorController);\n var _this2 = possibleConstructorReturn(this, (ColorController.__proto__ || Object.getPrototypeOf(ColorController)).call(this, object, property));\n _this2.__color = new Color(_this2.getValue());\n _this2.__temp = new Color(0);\n var _this = _this2;\n _this2.domElement = document.createElement('div');\n dom.makeSelectable(_this2.domElement, false);\n _this2.__selector = document.createElement('div');\n _this2.__selector.className = 'selector';\n _this2.__saturation_field = document.createElement('div');\n _this2.__saturation_field.className = 'saturation-field';\n _this2.__field_knob = document.createElement('div');\n _this2.__field_knob.className = 'field-knob';\n _this2.__field_knob_border = '2px solid ';\n _this2.__hue_knob = document.createElement('div');\n _this2.__hue_knob.className = 'hue-knob';\n _this2.__hue_field = document.createElement('div');\n _this2.__hue_field.className = 'hue-field';\n _this2.__input = document.createElement('input');\n _this2.__input.type = 'text';\n _this2.__input_textShadow = '0 1px 1px ';\n dom.bind(_this2.__input, 'keydown', function (e) {\n if (e.keyCode === 13) {\n onBlur.call(this);\n }\n });\n dom.bind(_this2.__input, 'blur', onBlur);\n dom.bind(_this2.__selector, 'mousedown', function () {\n dom.addClass(this, 'drag').bind(window, 'mouseup', function () {\n dom.removeClass(_this.__selector, 'drag');\n });\n });\n dom.bind(_this2.__selector, 'touchstart', function () {\n dom.addClass(this, 'drag').bind(window, 'touchend', function () {\n dom.removeClass(_this.__selector, 'drag');\n });\n });\n var valueField = document.createElement('div');\n Common.extend(_this2.__selector.style, {\n width: '122px',\n height: '102px',\n padding: '3px',\n backgroundColor: '#222',\n boxShadow: '0px 1px 3px rgba(0,0,0,0.3)'\n });\n Common.extend(_this2.__field_knob.style, {\n position: 'absolute',\n width: '12px',\n height: '12px',\n border: _this2.__field_knob_border + (_this2.__color.v < 0.5 ? '#fff' : '#000'),\n boxShadow: '0px 1px 3px rgba(0,0,0,0.5)',\n borderRadius: '12px',\n zIndex: 1\n });\n Common.extend(_this2.__hue_knob.style, {\n position: 'absolute',\n width: '15px',\n height: '2px',\n borderRight: '4px solid #fff',\n zIndex: 1\n });\n Common.extend(_this2.__saturation_field.style, {\n width: '100px',\n height: '100px',\n border: '1px solid #555',\n marginRight: '3px',\n display: 'inline-block',\n cursor: 'pointer'\n });\n Common.extend(valueField.style, {\n width: '100%',\n height: '100%',\n background: 'none'\n });\n linearGradient(valueField, 'top', 'rgba(0,0,0,0)', '#000');\n Common.extend(_this2.__hue_field.style, {\n width: '15px',\n height: '100px',\n border: '1px solid #555',\n cursor: 'ns-resize',\n position: 'absolute',\n top: '3px',\n right: '3px'\n });\n hueGradient(_this2.__hue_field);\n Common.extend(_this2.__input.style, {\n outline: 'none',\n textAlign: 'center',\n color: '#fff',\n border: 0,\n fontWeight: 'bold',\n textShadow: _this2.__input_textShadow + 'rgba(0,0,0,0.7)'\n });\n dom.bind(_this2.__saturation_field, 'mousedown', fieldDown);\n dom.bind(_this2.__saturation_field, 'touchstart', fieldDown);\n dom.bind(_this2.__field_knob, 'mousedown', fieldDown);\n dom.bind(_this2.__field_knob, 'touchstart', fieldDown);\n dom.bind(_this2.__hue_field, 'mousedown', fieldDownH);\n dom.bind(_this2.__hue_field, 'touchstart', fieldDownH);\n function fieldDown(e) {\n setSV(e);\n dom.bind(window, 'mousemove', setSV);\n dom.bind(window, 'touchmove', setSV);\n dom.bind(window, 'mouseup', fieldUpSV);\n dom.bind(window, 'touchend', fieldUpSV);\n }\n function fieldDownH(e) {\n setH(e);\n dom.bind(window, 'mousemove', setH);\n dom.bind(window, 'touchmove', setH);\n dom.bind(window, 'mouseup', fieldUpH);\n dom.bind(window, 'touchend', fieldUpH);\n }\n function fieldUpSV() {\n dom.unbind(window, 'mousemove', setSV);\n dom.unbind(window, 'touchmove', setSV);\n dom.unbind(window, 'mouseup', fieldUpSV);\n dom.unbind(window, 'touchend', fieldUpSV);\n onFinish();\n }\n function fieldUpH() {\n dom.unbind(window, 'mousemove', setH);\n dom.unbind(window, 'touchmove', setH);\n dom.unbind(window, 'mouseup', fieldUpH);\n dom.unbind(window, 'touchend', fieldUpH);\n onFinish();\n }\n function onBlur() {\n var i = interpret(this.value);\n if (i !== false) {\n _this.__color.__state = i;\n _this.setValue(_this.__color.toOriginal());\n } else {\n this.value = _this.__color.toString();\n }\n }\n function onFinish() {\n if (_this.__onFinishChange) {\n _this.__onFinishChange.call(_this, _this.__color.toOriginal());\n }\n }\n _this2.__saturation_field.appendChild(valueField);\n _this2.__selector.appendChild(_this2.__field_knob);\n _this2.__selector.appendChild(_this2.__saturation_field);\n _this2.__selector.appendChild(_this2.__hue_field);\n _this2.__hue_field.appendChild(_this2.__hue_knob);\n _this2.domElement.appendChild(_this2.__input);\n _this2.domElement.appendChild(_this2.__selector);\n _this2.updateDisplay();\n function setSV(e) {\n if (e.type.indexOf('touch') === -1) {\n e.preventDefault();\n }\n var fieldRect = _this.__saturation_field.getBoundingClientRect();\n var _ref = e.touches && e.touches[0] || e,\n clientX = _ref.clientX,\n clientY = _ref.clientY;\n var s = (clientX - fieldRect.left) / (fieldRect.right - fieldRect.left);\n var v = 1 - (clientY - fieldRect.top) / (fieldRect.bottom - fieldRect.top);\n if (v > 1) {\n v = 1;\n } else if (v < 0) {\n v = 0;\n }\n if (s > 1) {\n s = 1;\n } else if (s < 0) {\n s = 0;\n }\n _this.__color.v = v;\n _this.__color.s = s;\n _this.setValue(_this.__color.toOriginal());\n return false;\n }\n function setH(e) {\n if (e.type.indexOf('touch') === -1) {\n e.preventDefault();\n }\n var fieldRect = _this.__hue_field.getBoundingClientRect();\n var _ref2 = e.touches && e.touches[0] || e,\n clientY = _ref2.clientY;\n var h = 1 - (clientY - fieldRect.top) / (fieldRect.bottom - fieldRect.top);\n if (h > 1) {\n h = 1;\n } else if (h < 0) {\n h = 0;\n }\n _this.__color.h = h * 360;\n _this.setValue(_this.__color.toOriginal());\n return false;\n }\n return _this2;\n }\n createClass(ColorController, [{\n key: 'updateDisplay',\n value: function updateDisplay() {\n var i = interpret(this.getValue());\n if (i !== false) {\n var mismatch = false;\n Common.each(Color.COMPONENTS, function (component) {\n if (!Common.isUndefined(i[component]) && !Common.isUndefined(this.__color.__state[component]) && i[component] !== this.__color.__state[component]) {\n mismatch = true;\n return {};\n }\n }, this);\n if (mismatch) {\n Common.extend(this.__color.__state, i);\n }\n }\n Common.extend(this.__temp.__state, this.__color.__state);\n this.__temp.a = 1;\n var flip = this.__color.v < 0.5 || this.__color.s > 0.5 ? 255 : 0;\n var _flip = 255 - flip;\n Common.extend(this.__field_knob.style, {\n marginLeft: 100 * this.__color.s - 7 + 'px',\n marginTop: 100 * (1 - this.__color.v) - 7 + 'px',\n backgroundColor: this.__temp.toHexString(),\n border: this.__field_knob_border + 'rgb(' + flip + ',' + flip + ',' + flip + ')'\n });\n this.__hue_knob.style.marginTop = (1 - this.__color.h / 360) * 100 + 'px';\n this.__temp.s = 1;\n this.__temp.v = 1;\n linearGradient(this.__saturation_field, 'left', '#fff', this.__temp.toHexString());\n this.__input.value = this.__color.toString();\n Common.extend(this.__input.style, {\n backgroundColor: this.__color.toHexString(),\n color: 'rgb(' + flip + ',' + flip + ',' + flip + ')',\n textShadow: this.__input_textShadow + 'rgba(' + _flip + ',' + _flip + ',' + _flip + ',.7)'\n });\n }\n }]);\n return ColorController;\n}(Controller);\nvar vendors = ['-moz-', '-o-', '-webkit-', '-ms-', ''];\nfunction linearGradient(elem, x, a, b) {\n elem.style.background = '';\n Common.each(vendors, function (vendor) {\n elem.style.cssText += 'background: ' + vendor + 'linear-gradient(' + x + ', ' + a + ' 0%, ' + b + ' 100%); ';\n });\n}\nfunction hueGradient(elem) {\n elem.style.background = '';\n elem.style.cssText += 'background: -moz-linear-gradient(top, #ff0000 0%, #ff00ff 17%, #0000ff 34%, #00ffff 50%, #00ff00 67%, #ffff00 84%, #ff0000 100%);';\n elem.style.cssText += 'background: -webkit-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);';\n elem.style.cssText += 'background: -o-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);';\n elem.style.cssText += 'background: -ms-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);';\n elem.style.cssText += 'background: linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);';\n}\n\nvar css = {\n load: function load(url, indoc) {\n var doc = indoc || document;\n var link = doc.createElement('link');\n link.type = 'text/css';\n link.rel = 'stylesheet';\n link.href = url;\n doc.getElementsByTagName('head')[0].appendChild(link);\n },\n inject: function inject(cssContent, indoc) {\n var doc = indoc || document;\n var injected = document.createElement('style');\n injected.type = 'text/css';\n injected.innerHTML = cssContent;\n var head = doc.getElementsByTagName('head')[0];\n try {\n head.appendChild(injected);\n } catch (e) {\n }\n }\n};\n\nvar saveDialogContents = \"
                      \\n\\n Here's the new load parameter for your GUI's constructor:\\n\\n \\n\\n
                      \\n\\n Automatically save\\n values to localStorage on exit.\\n\\n
                      The values saved to localStorage will\\n override those passed to dat.GUI's constructor. This makes it\\n easier to work incrementally, but localStorage is fragile,\\n and your friends may not see the same values you do.\\n\\n
                      \\n\\n
                      \\n\\n
                      \";\n\nvar ControllerFactory = function ControllerFactory(object, property) {\n var initialValue = object[property];\n if (Common.isArray(arguments[2]) || Common.isObject(arguments[2])) {\n return new OptionController(object, property, arguments[2]);\n }\n if (Common.isNumber(initialValue)) {\n if (Common.isNumber(arguments[2]) && Common.isNumber(arguments[3])) {\n if (Common.isNumber(arguments[4])) {\n return new NumberControllerSlider(object, property, arguments[2], arguments[3], arguments[4]);\n }\n return new NumberControllerSlider(object, property, arguments[2], arguments[3]);\n }\n if (Common.isNumber(arguments[4])) {\n return new NumberControllerBox(object, property, { min: arguments[2], max: arguments[3], step: arguments[4] });\n }\n return new NumberControllerBox(object, property, { min: arguments[2], max: arguments[3] });\n }\n if (Common.isString(initialValue)) {\n return new StringController(object, property);\n }\n if (Common.isFunction(initialValue)) {\n return new FunctionController(object, property, '');\n }\n if (Common.isBoolean(initialValue)) {\n return new BooleanController(object, property);\n }\n return null;\n};\n\nfunction requestAnimationFrame(callback) {\n setTimeout(callback, 1000 / 60);\n}\nvar requestAnimationFrame$1 = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || requestAnimationFrame;\n\nvar CenteredDiv = function () {\n function CenteredDiv() {\n classCallCheck(this, CenteredDiv);\n this.backgroundElement = document.createElement('div');\n Common.extend(this.backgroundElement.style, {\n backgroundColor: 'rgba(0,0,0,0.8)',\n top: 0,\n left: 0,\n display: 'none',\n zIndex: '1000',\n opacity: 0,\n WebkitTransition: 'opacity 0.2s linear',\n transition: 'opacity 0.2s linear'\n });\n dom.makeFullscreen(this.backgroundElement);\n this.backgroundElement.style.position = 'fixed';\n this.domElement = document.createElement('div');\n Common.extend(this.domElement.style, {\n position: 'fixed',\n display: 'none',\n zIndex: '1001',\n opacity: 0,\n WebkitTransition: '-webkit-transform 0.2s ease-out, opacity 0.2s linear',\n transition: 'transform 0.2s ease-out, opacity 0.2s linear'\n });\n document.body.appendChild(this.backgroundElement);\n document.body.appendChild(this.domElement);\n var _this = this;\n dom.bind(this.backgroundElement, 'click', function () {\n _this.hide();\n });\n }\n createClass(CenteredDiv, [{\n key: 'show',\n value: function show() {\n var _this = this;\n this.backgroundElement.style.display = 'block';\n this.domElement.style.display = 'block';\n this.domElement.style.opacity = 0;\n this.domElement.style.webkitTransform = 'scale(1.1)';\n this.layout();\n Common.defer(function () {\n _this.backgroundElement.style.opacity = 1;\n _this.domElement.style.opacity = 1;\n _this.domElement.style.webkitTransform = 'scale(1)';\n });\n }\n }, {\n key: 'hide',\n value: function hide() {\n var _this = this;\n var hide = function hide() {\n _this.domElement.style.display = 'none';\n _this.backgroundElement.style.display = 'none';\n dom.unbind(_this.domElement, 'webkitTransitionEnd', hide);\n dom.unbind(_this.domElement, 'transitionend', hide);\n dom.unbind(_this.domElement, 'oTransitionEnd', hide);\n };\n dom.bind(this.domElement, 'webkitTransitionEnd', hide);\n dom.bind(this.domElement, 'transitionend', hide);\n dom.bind(this.domElement, 'oTransitionEnd', hide);\n this.backgroundElement.style.opacity = 0;\n this.domElement.style.opacity = 0;\n this.domElement.style.webkitTransform = 'scale(1.1)';\n }\n }, {\n key: 'layout',\n value: function layout() {\n this.domElement.style.left = window.innerWidth / 2 - dom.getWidth(this.domElement) / 2 + 'px';\n this.domElement.style.top = window.innerHeight / 2 - dom.getHeight(this.domElement) / 2 + 'px';\n }\n }]);\n return CenteredDiv;\n}();\n\nvar styleSheet = ___$insertStyle(\".dg ul{list-style:none;margin:0;padding:0;width:100%;clear:both}.dg.ac{position:fixed;top:0;left:0;right:0;height:0;z-index:0}.dg:not(.ac) .main{overflow:hidden}.dg.main{-webkit-transition:opacity .1s linear;-o-transition:opacity .1s linear;-moz-transition:opacity .1s linear;transition:opacity .1s linear}.dg.main.taller-than-window{overflow-y:auto}.dg.main.taller-than-window .close-button{opacity:1;margin-top:-1px;border-top:1px solid #2c2c2c}.dg.main ul.closed .close-button{opacity:1 !important}.dg.main:hover .close-button,.dg.main .close-button.drag{opacity:1}.dg.main .close-button{-webkit-transition:opacity .1s linear;-o-transition:opacity .1s linear;-moz-transition:opacity .1s linear;transition:opacity .1s linear;border:0;line-height:19px;height:20px;cursor:pointer;text-align:center;background-color:#000}.dg.main .close-button.close-top{position:relative}.dg.main .close-button.close-bottom{position:absolute}.dg.main .close-button:hover{background-color:#111}.dg.a{float:right;margin-right:15px;overflow-y:visible}.dg.a.has-save>ul.close-top{margin-top:0}.dg.a.has-save>ul.close-bottom{margin-top:27px}.dg.a.has-save>ul.closed{margin-top:0}.dg.a .save-row{top:0;z-index:1002}.dg.a .save-row.close-top{position:relative}.dg.a .save-row.close-bottom{position:fixed}.dg li{-webkit-transition:height .1s ease-out;-o-transition:height .1s ease-out;-moz-transition:height .1s ease-out;transition:height .1s ease-out;-webkit-transition:overflow .1s linear;-o-transition:overflow .1s linear;-moz-transition:overflow .1s linear;transition:overflow .1s linear}.dg li:not(.folder){cursor:auto;height:27px;line-height:27px;padding:0 4px 0 5px}.dg li.folder{padding:0;border-left:4px solid rgba(0,0,0,0)}.dg li.title{cursor:pointer;margin-left:-4px}.dg .closed li:not(.title),.dg .closed ul li,.dg .closed ul li>*{height:0;overflow:hidden;border:0}.dg .cr{clear:both;padding-left:3px;height:27px;overflow:hidden}.dg .property-name{cursor:default;float:left;clear:left;width:40%;overflow:hidden;text-overflow:ellipsis}.dg .c{float:left;width:60%;position:relative}.dg .c input[type=text]{border:0;margin-top:4px;padding:3px;width:100%;float:right}.dg .has-slider input[type=text]{width:30%;margin-left:0}.dg .slider{float:left;width:66%;margin-left:-5px;margin-right:0;height:19px;margin-top:4px}.dg .slider-fg{height:100%}.dg .c input[type=checkbox]{margin-top:7px}.dg .c select{margin-top:5px}.dg .cr.function,.dg .cr.function .property-name,.dg .cr.function *,.dg .cr.boolean,.dg .cr.boolean *{cursor:pointer}.dg .cr.color{overflow:visible}.dg .selector{display:none;position:absolute;margin-left:-9px;margin-top:23px;z-index:10}.dg .c:hover .selector,.dg .selector.drag{display:block}.dg li.save-row{padding:0}.dg li.save-row .button{display:inline-block;padding:0px 6px}.dg.dialogue{background-color:#222;width:460px;padding:15px;font-size:13px;line-height:15px}#dg-new-constructor{padding:10px;color:#222;font-family:Monaco, monospace;font-size:10px;border:0;resize:none;box-shadow:inset 1px 1px 1px #888;word-wrap:break-word;margin:12px 0;display:block;width:440px;overflow-y:scroll;height:100px;position:relative}#dg-local-explain{display:none;font-size:11px;line-height:17px;border-radius:3px;background-color:#333;padding:8px;margin-top:10px}#dg-local-explain code{font-size:10px}#dat-gui-save-locally{display:none}.dg{color:#eee;font:11px 'Lucida Grande', sans-serif;text-shadow:0 -1px 0 #111}.dg.main::-webkit-scrollbar{width:5px;background:#1a1a1a}.dg.main::-webkit-scrollbar-corner{height:0;display:none}.dg.main::-webkit-scrollbar-thumb{border-radius:5px;background:#676767}.dg li:not(.folder){background:#1a1a1a;border-bottom:1px solid #2c2c2c}.dg li.save-row{line-height:25px;background:#dad5cb;border:0}.dg li.save-row select{margin-left:5px;width:108px}.dg li.save-row .button{margin-left:5px;margin-top:1px;border-radius:2px;font-size:9px;line-height:7px;padding:4px 4px 5px 4px;background:#c5bdad;color:#fff;text-shadow:0 1px 0 #b0a58f;box-shadow:0 -1px 0 #b0a58f;cursor:pointer}.dg li.save-row .button.gears{background:#c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;height:7px;width:8px}.dg li.save-row .button:hover{background-color:#bab19e;box-shadow:0 -1px 0 #b0a58f}.dg li.folder{border-bottom:0}.dg li.title{padding-left:16px;background:#000 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;cursor:pointer;border-bottom:1px solid rgba(255,255,255,0.2)}.dg .closed li.title{background-image:url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==)}.dg .cr.boolean{border-left:3px solid #806787}.dg .cr.color{border-left:3px solid}.dg .cr.function{border-left:3px solid #e61d5f}.dg .cr.number{border-left:3px solid #2FA1D6}.dg .cr.number input[type=text]{color:#2FA1D6}.dg .cr.string{border-left:3px solid #1ed36f}.dg .cr.string input[type=text]{color:#1ed36f}.dg .cr.function:hover,.dg .cr.boolean:hover{background:#111}.dg .c input[type=text]{background:#303030;outline:none}.dg .c input[type=text]:hover{background:#3c3c3c}.dg .c input[type=text]:focus{background:#494949;color:#fff}.dg .c .slider{background:#303030;cursor:ew-resize}.dg .c .slider-fg{background:#2FA1D6;max-width:100%}.dg .c .slider:hover{background:#3c3c3c}.dg .c .slider:hover .slider-fg{background:#44abda}\\n\");\n\ncss.inject(styleSheet);\nvar CSS_NAMESPACE = 'dg';\nvar HIDE_KEY_CODE = 72;\nvar CLOSE_BUTTON_HEIGHT = 20;\nvar DEFAULT_DEFAULT_PRESET_NAME = 'Default';\nvar SUPPORTS_LOCAL_STORAGE = function () {\n try {\n return !!window.localStorage;\n } catch (e) {\n return false;\n }\n}();\nvar SAVE_DIALOGUE = void 0;\nvar autoPlaceVirgin = true;\nvar autoPlaceContainer = void 0;\nvar hide = false;\nvar hideableGuis = [];\nvar GUI = function GUI(pars) {\n var _this = this;\n var params = pars || {};\n this.domElement = document.createElement('div');\n this.__ul = document.createElement('ul');\n this.domElement.appendChild(this.__ul);\n dom.addClass(this.domElement, CSS_NAMESPACE);\n this.__folders = {};\n this.__controllers = [];\n this.__rememberedObjects = [];\n this.__rememberedObjectIndecesToControllers = [];\n this.__listening = [];\n params = Common.defaults(params, {\n closeOnTop: false,\n autoPlace: true,\n width: GUI.DEFAULT_WIDTH\n });\n params = Common.defaults(params, {\n resizable: params.autoPlace,\n hideable: params.autoPlace\n });\n if (!Common.isUndefined(params.load)) {\n if (params.preset) {\n params.load.preset = params.preset;\n }\n } else {\n params.load = { preset: DEFAULT_DEFAULT_PRESET_NAME };\n }\n if (Common.isUndefined(params.parent) && params.hideable) {\n hideableGuis.push(this);\n }\n params.resizable = Common.isUndefined(params.parent) && params.resizable;\n if (params.autoPlace && Common.isUndefined(params.scrollable)) {\n params.scrollable = true;\n }\n var useLocalStorage = SUPPORTS_LOCAL_STORAGE && localStorage.getItem(getLocalStorageHash(this, 'isLocal')) === 'true';\n var saveToLocalStorage = void 0;\n var titleRow = void 0;\n Object.defineProperties(this,\n {\n parent: {\n get: function get$$1() {\n return params.parent;\n }\n },\n scrollable: {\n get: function get$$1() {\n return params.scrollable;\n }\n },\n autoPlace: {\n get: function get$$1() {\n return params.autoPlace;\n }\n },\n closeOnTop: {\n get: function get$$1() {\n return params.closeOnTop;\n }\n },\n preset: {\n get: function get$$1() {\n if (_this.parent) {\n return _this.getRoot().preset;\n }\n return params.load.preset;\n },\n set: function set$$1(v) {\n if (_this.parent) {\n _this.getRoot().preset = v;\n } else {\n params.load.preset = v;\n }\n setPresetSelectIndex(this);\n _this.revert();\n }\n },\n width: {\n get: function get$$1() {\n return params.width;\n },\n set: function set$$1(v) {\n params.width = v;\n setWidth(_this, v);\n }\n },\n name: {\n get: function get$$1() {\n return params.name;\n },\n set: function set$$1(v) {\n params.name = v;\n if (titleRow) {\n titleRow.innerHTML = params.name;\n }\n }\n },\n closed: {\n get: function get$$1() {\n return params.closed;\n },\n set: function set$$1(v) {\n params.closed = v;\n if (params.closed) {\n dom.addClass(_this.__ul, GUI.CLASS_CLOSED);\n } else {\n dom.removeClass(_this.__ul, GUI.CLASS_CLOSED);\n }\n this.onResize();\n if (_this.__closeButton) {\n _this.__closeButton.innerHTML = v ? GUI.TEXT_OPEN : GUI.TEXT_CLOSED;\n }\n }\n },\n load: {\n get: function get$$1() {\n return params.load;\n }\n },\n useLocalStorage: {\n get: function get$$1() {\n return useLocalStorage;\n },\n set: function set$$1(bool) {\n if (SUPPORTS_LOCAL_STORAGE) {\n useLocalStorage = bool;\n if (bool) {\n dom.bind(window, 'unload', saveToLocalStorage);\n } else {\n dom.unbind(window, 'unload', saveToLocalStorage);\n }\n localStorage.setItem(getLocalStorageHash(_this, 'isLocal'), bool);\n }\n }\n }\n });\n if (Common.isUndefined(params.parent)) {\n params.closed = false;\n dom.addClass(this.domElement, GUI.CLASS_MAIN);\n dom.makeSelectable(this.domElement, false);\n if (SUPPORTS_LOCAL_STORAGE) {\n if (useLocalStorage) {\n _this.useLocalStorage = true;\n var savedGui = localStorage.getItem(getLocalStorageHash(this, 'gui'));\n if (savedGui) {\n params.load = JSON.parse(savedGui);\n }\n }\n }\n this.__closeButton = document.createElement('div');\n this.__closeButton.innerHTML = GUI.TEXT_CLOSED;\n dom.addClass(this.__closeButton, GUI.CLASS_CLOSE_BUTTON);\n if (params.closeOnTop) {\n dom.addClass(this.__closeButton, GUI.CLASS_CLOSE_TOP);\n this.domElement.insertBefore(this.__closeButton, this.domElement.childNodes[0]);\n } else {\n dom.addClass(this.__closeButton, GUI.CLASS_CLOSE_BOTTOM);\n this.domElement.appendChild(this.__closeButton);\n }\n dom.bind(this.__closeButton, 'click', function () {\n _this.closed = !_this.closed;\n });\n } else {\n if (params.closed === undefined) {\n params.closed = true;\n }\n var titleRowName = document.createTextNode(params.name);\n dom.addClass(titleRowName, 'controller-name');\n titleRow = addRow(_this, titleRowName);\n var onClickTitle = function onClickTitle(e) {\n e.preventDefault();\n _this.closed = !_this.closed;\n return false;\n };\n dom.addClass(this.__ul, GUI.CLASS_CLOSED);\n dom.addClass(titleRow, 'title');\n dom.bind(titleRow, 'click', onClickTitle);\n if (!params.closed) {\n this.closed = false;\n }\n }\n if (params.autoPlace) {\n if (Common.isUndefined(params.parent)) {\n if (autoPlaceVirgin) {\n autoPlaceContainer = document.createElement('div');\n dom.addClass(autoPlaceContainer, CSS_NAMESPACE);\n dom.addClass(autoPlaceContainer, GUI.CLASS_AUTO_PLACE_CONTAINER);\n document.body.appendChild(autoPlaceContainer);\n autoPlaceVirgin = false;\n }\n autoPlaceContainer.appendChild(this.domElement);\n dom.addClass(this.domElement, GUI.CLASS_AUTO_PLACE);\n }\n if (!this.parent) {\n setWidth(_this, params.width);\n }\n }\n this.__resizeHandler = function () {\n _this.onResizeDebounced();\n };\n dom.bind(window, 'resize', this.__resizeHandler);\n dom.bind(this.__ul, 'webkitTransitionEnd', this.__resizeHandler);\n dom.bind(this.__ul, 'transitionend', this.__resizeHandler);\n dom.bind(this.__ul, 'oTransitionEnd', this.__resizeHandler);\n this.onResize();\n if (params.resizable) {\n addResizeHandle(this);\n }\n saveToLocalStorage = function saveToLocalStorage() {\n if (SUPPORTS_LOCAL_STORAGE && localStorage.getItem(getLocalStorageHash(_this, 'isLocal')) === 'true') {\n localStorage.setItem(getLocalStorageHash(_this, 'gui'), JSON.stringify(_this.getSaveObject()));\n }\n };\n this.saveToLocalStorageIfPossible = saveToLocalStorage;\n function resetWidth() {\n var root = _this.getRoot();\n root.width += 1;\n Common.defer(function () {\n root.width -= 1;\n });\n }\n if (!params.parent) {\n resetWidth();\n }\n};\nGUI.toggleHide = function () {\n hide = !hide;\n Common.each(hideableGuis, function (gui) {\n gui.domElement.style.display = hide ? 'none' : '';\n });\n};\nGUI.CLASS_AUTO_PLACE = 'a';\nGUI.CLASS_AUTO_PLACE_CONTAINER = 'ac';\nGUI.CLASS_MAIN = 'main';\nGUI.CLASS_CONTROLLER_ROW = 'cr';\nGUI.CLASS_TOO_TALL = 'taller-than-window';\nGUI.CLASS_CLOSED = 'closed';\nGUI.CLASS_CLOSE_BUTTON = 'close-button';\nGUI.CLASS_CLOSE_TOP = 'close-top';\nGUI.CLASS_CLOSE_BOTTOM = 'close-bottom';\nGUI.CLASS_DRAG = 'drag';\nGUI.DEFAULT_WIDTH = 245;\nGUI.TEXT_CLOSED = 'Close Controls';\nGUI.TEXT_OPEN = 'Open Controls';\nGUI._keydownHandler = function (e) {\n if (document.activeElement.type !== 'text' && (e.which === HIDE_KEY_CODE || e.keyCode === HIDE_KEY_CODE)) {\n GUI.toggleHide();\n }\n};\ndom.bind(window, 'keydown', GUI._keydownHandler, false);\nCommon.extend(GUI.prototype,\n{\n add: function add(object, property) {\n return _add(this, object, property, {\n factoryArgs: Array.prototype.slice.call(arguments, 2)\n });\n },\n addColor: function addColor(object, property) {\n return _add(this, object, property, {\n color: true\n });\n },\n remove: function remove(controller) {\n this.__ul.removeChild(controller.__li);\n this.__controllers.splice(this.__controllers.indexOf(controller), 1);\n var _this = this;\n Common.defer(function () {\n _this.onResize();\n });\n },\n destroy: function destroy() {\n if (this.parent) {\n throw new Error('Only the root GUI should be removed with .destroy(). ' + 'For subfolders, use gui.removeFolder(folder) instead.');\n }\n if (this.autoPlace) {\n autoPlaceContainer.removeChild(this.domElement);\n }\n var _this = this;\n Common.each(this.__folders, function (subfolder) {\n _this.removeFolder(subfolder);\n });\n dom.unbind(window, 'keydown', GUI._keydownHandler, false);\n removeListeners(this);\n },\n addFolder: function addFolder(name) {\n if (this.__folders[name] !== undefined) {\n throw new Error('You already have a folder in this GUI by the' + ' name \"' + name + '\"');\n }\n var newGuiParams = { name: name, parent: this };\n newGuiParams.autoPlace = this.autoPlace;\n if (this.load &&\n this.load.folders &&\n this.load.folders[name]) {\n newGuiParams.closed = this.load.folders[name].closed;\n newGuiParams.load = this.load.folders[name];\n }\n var gui = new GUI(newGuiParams);\n this.__folders[name] = gui;\n var li = addRow(this, gui.domElement);\n dom.addClass(li, 'folder');\n return gui;\n },\n removeFolder: function removeFolder(folder) {\n this.__ul.removeChild(folder.domElement.parentElement);\n delete this.__folders[folder.name];\n if (this.load &&\n this.load.folders &&\n this.load.folders[folder.name]) {\n delete this.load.folders[folder.name];\n }\n removeListeners(folder);\n var _this = this;\n Common.each(folder.__folders, function (subfolder) {\n folder.removeFolder(subfolder);\n });\n Common.defer(function () {\n _this.onResize();\n });\n },\n open: function open() {\n this.closed = false;\n },\n close: function close() {\n this.closed = true;\n },\n onResize: function onResize() {\n var root = this.getRoot();\n if (root.scrollable) {\n var top = dom.getOffset(root.__ul).top;\n var h = 0;\n Common.each(root.__ul.childNodes, function (node) {\n if (!(root.autoPlace && node === root.__save_row)) {\n h += dom.getHeight(node);\n }\n });\n if (window.innerHeight - top - CLOSE_BUTTON_HEIGHT < h) {\n dom.addClass(root.domElement, GUI.CLASS_TOO_TALL);\n root.__ul.style.height = window.innerHeight - top - CLOSE_BUTTON_HEIGHT + 'px';\n } else {\n dom.removeClass(root.domElement, GUI.CLASS_TOO_TALL);\n root.__ul.style.height = 'auto';\n }\n }\n if (root.__resize_handle) {\n Common.defer(function () {\n root.__resize_handle.style.height = root.__ul.offsetHeight + 'px';\n });\n }\n if (root.__closeButton) {\n root.__closeButton.style.width = root.width + 'px';\n }\n },\n onResizeDebounced: Common.debounce(function () {\n this.onResize();\n }, 50),\n remember: function remember() {\n if (Common.isUndefined(SAVE_DIALOGUE)) {\n SAVE_DIALOGUE = new CenteredDiv();\n SAVE_DIALOGUE.domElement.innerHTML = saveDialogContents;\n }\n if (this.parent) {\n throw new Error('You can only call remember on a top level GUI.');\n }\n var _this = this;\n Common.each(Array.prototype.slice.call(arguments), function (object) {\n if (_this.__rememberedObjects.length === 0) {\n addSaveMenu(_this);\n }\n if (_this.__rememberedObjects.indexOf(object) === -1) {\n _this.__rememberedObjects.push(object);\n }\n });\n if (this.autoPlace) {\n setWidth(this, this.width);\n }\n },\n getRoot: function getRoot() {\n var gui = this;\n while (gui.parent) {\n gui = gui.parent;\n }\n return gui;\n },\n getSaveObject: function getSaveObject() {\n var toReturn = this.load;\n toReturn.closed = this.closed;\n if (this.__rememberedObjects.length > 0) {\n toReturn.preset = this.preset;\n if (!toReturn.remembered) {\n toReturn.remembered = {};\n }\n toReturn.remembered[this.preset] = getCurrentPreset(this);\n }\n toReturn.folders = {};\n Common.each(this.__folders, function (element, key) {\n toReturn.folders[key] = element.getSaveObject();\n });\n return toReturn;\n },\n save: function save() {\n if (!this.load.remembered) {\n this.load.remembered = {};\n }\n this.load.remembered[this.preset] = getCurrentPreset(this);\n markPresetModified(this, false);\n this.saveToLocalStorageIfPossible();\n },\n saveAs: function saveAs(presetName) {\n if (!this.load.remembered) {\n this.load.remembered = {};\n this.load.remembered[DEFAULT_DEFAULT_PRESET_NAME] = getCurrentPreset(this, true);\n }\n this.load.remembered[presetName] = getCurrentPreset(this);\n this.preset = presetName;\n addPresetOption(this, presetName, true);\n this.saveToLocalStorageIfPossible();\n },\n revert: function revert(gui) {\n Common.each(this.__controllers, function (controller) {\n if (!this.getRoot().load.remembered) {\n controller.setValue(controller.initialValue);\n } else {\n recallSavedValue(gui || this.getRoot(), controller);\n }\n if (controller.__onFinishChange) {\n controller.__onFinishChange.call(controller, controller.getValue());\n }\n }, this);\n Common.each(this.__folders, function (folder) {\n folder.revert(folder);\n });\n if (!gui) {\n markPresetModified(this.getRoot(), false);\n }\n },\n listen: function listen(controller) {\n var init = this.__listening.length === 0;\n this.__listening.push(controller);\n if (init) {\n updateDisplays(this.__listening);\n }\n },\n updateDisplay: function updateDisplay() {\n Common.each(this.__controllers, function (controller) {\n controller.updateDisplay();\n });\n Common.each(this.__folders, function (folder) {\n folder.updateDisplay();\n });\n }\n});\nfunction addRow(gui, newDom, liBefore) {\n var li = document.createElement('li');\n if (newDom) {\n li.appendChild(newDom);\n }\n if (liBefore) {\n gui.__ul.insertBefore(li, liBefore);\n } else {\n gui.__ul.appendChild(li);\n }\n gui.onResize();\n return li;\n}\nfunction removeListeners(gui) {\n dom.unbind(window, 'resize', gui.__resizeHandler);\n if (gui.saveToLocalStorageIfPossible) {\n dom.unbind(window, 'unload', gui.saveToLocalStorageIfPossible);\n }\n}\nfunction markPresetModified(gui, modified) {\n var opt = gui.__preset_select[gui.__preset_select.selectedIndex];\n if (modified) {\n opt.innerHTML = opt.value + '*';\n } else {\n opt.innerHTML = opt.value;\n }\n}\nfunction augmentController(gui, li, controller) {\n controller.__li = li;\n controller.__gui = gui;\n Common.extend(controller, {\n options: function options(_options) {\n if (arguments.length > 1) {\n var nextSibling = controller.__li.nextElementSibling;\n controller.remove();\n return _add(gui, controller.object, controller.property, {\n before: nextSibling,\n factoryArgs: [Common.toArray(arguments)]\n });\n }\n if (Common.isArray(_options) || Common.isObject(_options)) {\n var _nextSibling = controller.__li.nextElementSibling;\n controller.remove();\n return _add(gui, controller.object, controller.property, {\n before: _nextSibling,\n factoryArgs: [_options]\n });\n }\n },\n name: function name(_name) {\n controller.__li.firstElementChild.firstElementChild.innerHTML = _name;\n return controller;\n },\n listen: function listen() {\n controller.__gui.listen(controller);\n return controller;\n },\n remove: function remove() {\n controller.__gui.remove(controller);\n return controller;\n }\n });\n if (controller instanceof NumberControllerSlider) {\n var box = new NumberControllerBox(controller.object, controller.property, { min: controller.__min, max: controller.__max, step: controller.__step });\n Common.each(['updateDisplay', 'onChange', 'onFinishChange', 'step'], function (method) {\n var pc = controller[method];\n var pb = box[method];\n controller[method] = box[method] = function () {\n var args = Array.prototype.slice.call(arguments);\n pb.apply(box, args);\n return pc.apply(controller, args);\n };\n });\n dom.addClass(li, 'has-slider');\n controller.domElement.insertBefore(box.domElement, controller.domElement.firstElementChild);\n } else if (controller instanceof NumberControllerBox) {\n var r = function r(returned) {\n if (Common.isNumber(controller.__min) && Common.isNumber(controller.__max)) {\n var oldName = controller.__li.firstElementChild.firstElementChild.innerHTML;\n var wasListening = controller.__gui.__listening.indexOf(controller) > -1;\n controller.remove();\n var newController = _add(gui, controller.object, controller.property, {\n before: controller.__li.nextElementSibling,\n factoryArgs: [controller.__min, controller.__max, controller.__step]\n });\n newController.name(oldName);\n if (wasListening) newController.listen();\n return newController;\n }\n return returned;\n };\n controller.min = Common.compose(r, controller.min);\n controller.max = Common.compose(r, controller.max);\n } else if (controller instanceof BooleanController) {\n dom.bind(li, 'click', function () {\n dom.fakeEvent(controller.__checkbox, 'click');\n });\n dom.bind(controller.__checkbox, 'click', function (e) {\n e.stopPropagation();\n });\n } else if (controller instanceof FunctionController) {\n dom.bind(li, 'click', function () {\n dom.fakeEvent(controller.__button, 'click');\n });\n dom.bind(li, 'mouseover', function () {\n dom.addClass(controller.__button, 'hover');\n });\n dom.bind(li, 'mouseout', function () {\n dom.removeClass(controller.__button, 'hover');\n });\n } else if (controller instanceof ColorController) {\n dom.addClass(li, 'color');\n controller.updateDisplay = Common.compose(function (val) {\n li.style.borderLeftColor = controller.__color.toString();\n return val;\n }, controller.updateDisplay);\n controller.updateDisplay();\n }\n controller.setValue = Common.compose(function (val) {\n if (gui.getRoot().__preset_select && controller.isModified()) {\n markPresetModified(gui.getRoot(), true);\n }\n return val;\n }, controller.setValue);\n}\nfunction recallSavedValue(gui, controller) {\n var root = gui.getRoot();\n var matchedIndex = root.__rememberedObjects.indexOf(controller.object);\n if (matchedIndex !== -1) {\n var controllerMap = root.__rememberedObjectIndecesToControllers[matchedIndex];\n if (controllerMap === undefined) {\n controllerMap = {};\n root.__rememberedObjectIndecesToControllers[matchedIndex] = controllerMap;\n }\n controllerMap[controller.property] = controller;\n if (root.load && root.load.remembered) {\n var presetMap = root.load.remembered;\n var preset = void 0;\n if (presetMap[gui.preset]) {\n preset = presetMap[gui.preset];\n } else if (presetMap[DEFAULT_DEFAULT_PRESET_NAME]) {\n preset = presetMap[DEFAULT_DEFAULT_PRESET_NAME];\n } else {\n return;\n }\n if (preset[matchedIndex] && preset[matchedIndex][controller.property] !== undefined) {\n var value = preset[matchedIndex][controller.property];\n controller.initialValue = value;\n controller.setValue(value);\n }\n }\n }\n}\nfunction _add(gui, object, property, params) {\n if (object[property] === undefined) {\n throw new Error('Object \"' + object + '\" has no property \"' + property + '\"');\n }\n var controller = void 0;\n if (params.color) {\n controller = new ColorController(object, property);\n } else {\n var factoryArgs = [object, property].concat(params.factoryArgs);\n controller = ControllerFactory.apply(gui, factoryArgs);\n }\n if (params.before instanceof Controller) {\n params.before = params.before.__li;\n }\n recallSavedValue(gui, controller);\n dom.addClass(controller.domElement, 'c');\n var name = document.createElement('span');\n dom.addClass(name, 'property-name');\n name.innerHTML = controller.property;\n var container = document.createElement('div');\n container.appendChild(name);\n container.appendChild(controller.domElement);\n var li = addRow(gui, container, params.before);\n dom.addClass(li, GUI.CLASS_CONTROLLER_ROW);\n if (controller instanceof ColorController) {\n dom.addClass(li, 'color');\n } else {\n dom.addClass(li, _typeof(controller.getValue()));\n }\n augmentController(gui, li, controller);\n gui.__controllers.push(controller);\n return controller;\n}\nfunction getLocalStorageHash(gui, key) {\n return document.location.href + '.' + key;\n}\nfunction addPresetOption(gui, name, setSelected) {\n var opt = document.createElement('option');\n opt.innerHTML = name;\n opt.value = name;\n gui.__preset_select.appendChild(opt);\n if (setSelected) {\n gui.__preset_select.selectedIndex = gui.__preset_select.length - 1;\n }\n}\nfunction showHideExplain(gui, explain) {\n explain.style.display = gui.useLocalStorage ? 'block' : 'none';\n}\nfunction addSaveMenu(gui) {\n var div = gui.__save_row = document.createElement('li');\n dom.addClass(gui.domElement, 'has-save');\n gui.__ul.insertBefore(div, gui.__ul.firstChild);\n dom.addClass(div, 'save-row');\n var gears = document.createElement('span');\n gears.innerHTML = ' ';\n dom.addClass(gears, 'button gears');\n var button = document.createElement('span');\n button.innerHTML = 'Save';\n dom.addClass(button, 'button');\n dom.addClass(button, 'save');\n var button2 = document.createElement('span');\n button2.innerHTML = 'New';\n dom.addClass(button2, 'button');\n dom.addClass(button2, 'save-as');\n var button3 = document.createElement('span');\n button3.innerHTML = 'Revert';\n dom.addClass(button3, 'button');\n dom.addClass(button3, 'revert');\n var select = gui.__preset_select = document.createElement('select');\n if (gui.load && gui.load.remembered) {\n Common.each(gui.load.remembered, function (value, key) {\n addPresetOption(gui, key, key === gui.preset);\n });\n } else {\n addPresetOption(gui, DEFAULT_DEFAULT_PRESET_NAME, false);\n }\n dom.bind(select, 'change', function () {\n for (var index = 0; index < gui.__preset_select.length; index++) {\n gui.__preset_select[index].innerHTML = gui.__preset_select[index].value;\n }\n gui.preset = this.value;\n });\n div.appendChild(select);\n div.appendChild(gears);\n div.appendChild(button);\n div.appendChild(button2);\n div.appendChild(button3);\n if (SUPPORTS_LOCAL_STORAGE) {\n var explain = document.getElementById('dg-local-explain');\n var localStorageCheckBox = document.getElementById('dg-local-storage');\n var saveLocally = document.getElementById('dg-save-locally');\n saveLocally.style.display = 'block';\n if (localStorage.getItem(getLocalStorageHash(gui, 'isLocal')) === 'true') {\n localStorageCheckBox.setAttribute('checked', 'checked');\n }\n showHideExplain(gui, explain);\n dom.bind(localStorageCheckBox, 'change', function () {\n gui.useLocalStorage = !gui.useLocalStorage;\n showHideExplain(gui, explain);\n });\n }\n var newConstructorTextArea = document.getElementById('dg-new-constructor');\n dom.bind(newConstructorTextArea, 'keydown', function (e) {\n if (e.metaKey && (e.which === 67 || e.keyCode === 67)) {\n SAVE_DIALOGUE.hide();\n }\n });\n dom.bind(gears, 'click', function () {\n newConstructorTextArea.innerHTML = JSON.stringify(gui.getSaveObject(), undefined, 2);\n SAVE_DIALOGUE.show();\n newConstructorTextArea.focus();\n newConstructorTextArea.select();\n });\n dom.bind(button, 'click', function () {\n gui.save();\n });\n dom.bind(button2, 'click', function () {\n var presetName = prompt('Enter a new preset name.');\n if (presetName) {\n gui.saveAs(presetName);\n }\n });\n dom.bind(button3, 'click', function () {\n gui.revert();\n });\n}\nfunction addResizeHandle(gui) {\n var pmouseX = void 0;\n gui.__resize_handle = document.createElement('div');\n Common.extend(gui.__resize_handle.style, {\n width: '6px',\n marginLeft: '-3px',\n height: '200px',\n cursor: 'ew-resize',\n position: 'absolute'\n });\n function drag(e) {\n e.preventDefault();\n gui.width += pmouseX - e.clientX;\n gui.onResize();\n pmouseX = e.clientX;\n return false;\n }\n function dragStop() {\n dom.removeClass(gui.__closeButton, GUI.CLASS_DRAG);\n dom.unbind(window, 'mousemove', drag);\n dom.unbind(window, 'mouseup', dragStop);\n }\n function dragStart(e) {\n e.preventDefault();\n pmouseX = e.clientX;\n dom.addClass(gui.__closeButton, GUI.CLASS_DRAG);\n dom.bind(window, 'mousemove', drag);\n dom.bind(window, 'mouseup', dragStop);\n return false;\n }\n dom.bind(gui.__resize_handle, 'mousedown', dragStart);\n dom.bind(gui.__closeButton, 'mousedown', dragStart);\n gui.domElement.insertBefore(gui.__resize_handle, gui.domElement.firstElementChild);\n}\nfunction setWidth(gui, w) {\n gui.domElement.style.width = w + 'px';\n if (gui.__save_row && gui.autoPlace) {\n gui.__save_row.style.width = w + 'px';\n }\n if (gui.__closeButton) {\n gui.__closeButton.style.width = w + 'px';\n }\n}\nfunction getCurrentPreset(gui, useInitialValues) {\n var toReturn = {};\n Common.each(gui.__rememberedObjects, function (val, index) {\n var savedValues = {};\n var controllerMap = gui.__rememberedObjectIndecesToControllers[index];\n Common.each(controllerMap, function (controller, property) {\n savedValues[property] = useInitialValues ? controller.initialValue : controller.getValue();\n });\n toReturn[index] = savedValues;\n });\n return toReturn;\n}\nfunction setPresetSelectIndex(gui) {\n for (var index = 0; index < gui.__preset_select.length; index++) {\n if (gui.__preset_select[index].value === gui.preset) {\n gui.__preset_select.selectedIndex = index;\n }\n }\n}\nfunction updateDisplays(controllerArray) {\n if (controllerArray.length !== 0) {\n requestAnimationFrame$1.call(window, function () {\n updateDisplays(controllerArray);\n });\n }\n Common.each(controllerArray, function (c) {\n c.updateDisplay();\n });\n}\n\nvar color = {\n Color: Color,\n math: ColorMath,\n interpret: interpret\n};\nvar controllers = {\n Controller: Controller,\n BooleanController: BooleanController,\n OptionController: OptionController,\n StringController: StringController,\n NumberController: NumberController,\n NumberControllerBox: NumberControllerBox,\n NumberControllerSlider: NumberControllerSlider,\n FunctionController: FunctionController,\n ColorController: ColorController\n};\nvar dom$1 = { dom: dom };\nvar gui = { GUI: GUI };\nvar GUI$1 = GUI;\nvar index = {\n color: color,\n controllers: controllers,\n dom: dom$1,\n gui: gui,\n GUI: GUI$1\n};\n\nexport { color, controllers, dom$1 as dom, gui, GUI$1 as GUI };\nexport default index;\n//# sourceMappingURL=dat.gui.module.js.map\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/dat.gui/build/dat.gui.module.js\n// module id = 14\n// module chunks = 0","/*\n** Copyright (c) 2012 The Khronos Group Inc.\n**\n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n**\n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n**\n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*/\n\n//Ported to node by Marcin Ignac on 2016-05-20\n\n// Various functions for helping debug WebGL apps.\n\nWebGLDebugUtils = function() {\n\n//polyfill window in node\nif (typeof(window) == 'undefined') {\n window = global;\n}\n\n/**\n * Wrapped logging function.\n * @param {string} msg Message to log.\n */\nvar log = function(msg) {\n if (window.console && window.console.log) {\n window.console.log(msg);\n }\n};\n\n/**\n * Wrapped error logging function.\n * @param {string} msg Message to log.\n */\nvar error = function(msg) {\n if (window.console && window.console.error) {\n window.console.error(msg);\n } else {\n log(msg);\n }\n};\n\n\n/**\n * Which arguments are enums based on the number of arguments to the function.\n * So\n * 'texImage2D': {\n * 9: { 0:true, 2:true, 6:true, 7:true },\n * 6: { 0:true, 2:true, 3:true, 4:true },\n * },\n *\n * means if there are 9 arguments then 6 and 7 are enums, if there are 6\n * arguments 3 and 4 are enums\n *\n * @type {!Object.}\n */\nvar glValidEnumContexts = {\n // Generic setters and getters\n\n 'enable': {1: { 0:true }},\n 'disable': {1: { 0:true }},\n 'getParameter': {1: { 0:true }},\n\n // Rendering\n\n 'drawArrays': {3:{ 0:true }},\n 'drawElements': {4:{ 0:true, 2:true }},\n\n // Shaders\n\n 'createShader': {1: { 0:true }},\n 'getShaderParameter': {2: { 1:true }},\n 'getProgramParameter': {2: { 1:true }},\n 'getShaderPrecisionFormat': {2: { 0: true, 1:true }},\n\n // Vertex attributes\n\n 'getVertexAttrib': {2: { 1:true }},\n 'vertexAttribPointer': {6: { 2:true }},\n\n // Textures\n\n 'bindTexture': {2: { 0:true }},\n 'activeTexture': {1: { 0:true }},\n 'getTexParameter': {2: { 0:true, 1:true }},\n 'texParameterf': {3: { 0:true, 1:true }},\n 'texParameteri': {3: { 0:true, 1:true, 2:true }},\n 'texImage2D': {\n 9: { 0:true, 2:true, 6:true, 7:true },\n 6: { 0:true, 2:true, 3:true, 4:true }\n },\n 'texSubImage2D': {\n 9: { 0:true, 6:true, 7:true },\n 7: { 0:true, 4:true, 5:true }\n },\n 'copyTexImage2D': {8: { 0:true, 2:true }},\n 'copyTexSubImage2D': {8: { 0:true }},\n 'generateMipmap': {1: { 0:true }},\n 'compressedTexImage2D': {7: { 0: true, 2:true }},\n 'compressedTexSubImage2D': {8: { 0: true, 6:true }},\n\n // Buffer objects\n\n 'bindBuffer': {2: { 0:true }},\n 'bufferData': {3: { 0:true, 2:true }},\n 'bufferSubData': {3: { 0:true }},\n 'getBufferParameter': {2: { 0:true, 1:true }},\n\n // Renderbuffers and framebuffers\n\n 'pixelStorei': {2: { 0:true, 1:true }},\n 'readPixels': {7: { 4:true, 5:true }},\n 'bindRenderbuffer': {2: { 0:true }},\n 'bindFramebuffer': {2: { 0:true }},\n 'checkFramebufferStatus': {1: { 0:true }},\n 'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},\n 'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},\n 'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},\n 'getRenderbufferParameter': {2: { 0:true, 1:true }},\n 'renderbufferStorage': {4: { 0:true, 1:true }},\n\n // Frame buffer operations (clear, blend, depth test, stencil)\n\n 'clear': {1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }}},\n 'depthFunc': {1: { 0:true }},\n 'blendFunc': {2: { 0:true, 1:true }},\n 'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},\n 'blendEquation': {1: { 0:true }},\n 'blendEquationSeparate': {2: { 0:true, 1:true }},\n 'stencilFunc': {3: { 0:true }},\n 'stencilFuncSeparate': {4: { 0:true, 1:true }},\n 'stencilMaskSeparate': {2: { 0:true }},\n 'stencilOp': {3: { 0:true, 1:true, 2:true }},\n 'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},\n\n // Culling\n\n 'cullFace': {1: { 0:true }},\n 'frontFace': {1: { 0:true }},\n\n // ANGLE_instanced_arrays extension\n\n 'drawArraysInstancedANGLE': {4: { 0:true }},\n 'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},\n\n // EXT_blend_minmax extension\n\n 'blendEquationEXT': {1: { 0:true }}\n};\n\n/**\n * Map of numbers to names.\n * @type {Object}\n */\nvar glEnums = null;\n\n/**\n * Map of names to numbers.\n * @type {Object}\n */\nvar enumStringToValue = null;\n\n/**\n * Initializes this module. Safe to call more than once.\n * @param {!WebGLRenderingContext} ctx A WebGL context. If\n * you have more than one context it doesn't matter which one\n * you pass in, it is only used to pull out constants.\n */\nfunction init(ctx) {\n if (glEnums == null) {\n glEnums = { };\n enumStringToValue = { };\n for (var propertyName in ctx) {\n if (typeof ctx[propertyName] == 'number') {\n glEnums[ctx[propertyName]] = propertyName;\n enumStringToValue[propertyName] = ctx[propertyName];\n }\n }\n }\n}\n\n/**\n * Checks the utils have been initialized.\n */\nfunction checkInit() {\n if (glEnums == null) {\n throw 'WebGLDebugUtils.init(ctx) not called';\n }\n}\n\n/**\n * Returns true or false if value matches any WebGL enum\n * @param {*} value Value to check if it might be an enum.\n * @return {boolean} True if value matches one of the WebGL defined enums\n */\nfunction mightBeEnum(value) {\n checkInit();\n return (glEnums[value] !== undefined);\n}\n\n/**\n * Gets an string version of an WebGL enum.\n *\n * Example:\n * var str = WebGLDebugUtil.glEnumToString(ctx.getError());\n *\n * @param {number} value Value to return an enum for\n * @return {string} The string version of the enum.\n */\nfunction glEnumToString(value) {\n checkInit();\n var name = glEnums[value];\n return (name !== undefined) ? (\"gl.\" + name) :\n (\"/*UNKNOWN WebGL ENUM*/ 0x\" + value.toString(16) + \"\");\n}\n\n/**\n * Returns the string version of a WebGL argument.\n * Attempts to convert enum arguments to strings.\n * @param {string} functionName the name of the WebGL function.\n * @param {number} numArgs the number of arguments passed to the function.\n * @param {number} argumentIndx the index of the argument.\n * @param {*} value The value of the argument.\n * @return {string} The value as a string.\n */\nfunction glFunctionArgToString(functionName, numArgs, argumentIndex, value) {\n var funcInfo = glValidEnumContexts[functionName];\n if (funcInfo !== undefined) {\n var funcInfo = funcInfo[numArgs];\n if (funcInfo !== undefined) {\n if (funcInfo[argumentIndex]) {\n if (typeof funcInfo[argumentIndex] === 'object' &&\n funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) {\n var enums = funcInfo[argumentIndex]['enumBitwiseOr'];\n var orResult = 0;\n var orEnums = [];\n for (var i = 0; i < enums.length; ++i) {\n var enumValue = enumStringToValue[enums[i]];\n if ((value & enumValue) !== 0) {\n orResult |= enumValue;\n orEnums.push(glEnumToString(enumValue));\n }\n }\n if (orResult === value) {\n return orEnums.join(' | ');\n } else {\n return glEnumToString(value);\n }\n } else {\n return glEnumToString(value);\n }\n }\n }\n }\n if (value === null) {\n return \"null\";\n } else if (value === undefined) {\n return \"undefined\";\n } else {\n return value.toString();\n }\n}\n\n/**\n * Converts the arguments of a WebGL function to a string.\n * Attempts to convert enum arguments to strings.\n *\n * @param {string} functionName the name of the WebGL function.\n * @param {number} args The arguments.\n * @return {string} The arguments as a string.\n */\nfunction glFunctionArgsToString(functionName, args) {\n // apparently we can't do args.join(\",\");\n var argStr = \"\";\n var numArgs = args.length;\n for (var ii = 0; ii < numArgs; ++ii) {\n argStr += ((ii == 0) ? '' : ', ') +\n glFunctionArgToString(functionName, numArgs, ii, args[ii]);\n }\n return argStr;\n};\n\n\nfunction makePropertyWrapper(wrapper, original, propertyName) {\n //log(\"wrap prop: \" + propertyName);\n wrapper.__defineGetter__(propertyName, function() {\n return original[propertyName];\n });\n // TODO(gmane): this needs to handle properties that take more than\n // one value?\n wrapper.__defineSetter__(propertyName, function(value) {\n //log(\"set: \" + propertyName);\n original[propertyName] = value;\n });\n}\n\n// Makes a function that calls a function on another object.\nfunction makeFunctionWrapper(original, functionName) {\n //log(\"wrap fn: \" + functionName);\n var f = original[functionName];\n return function() {\n //log(\"call: \" + functionName);\n var result = f.apply(original, arguments);\n return result;\n };\n}\n\n/**\n * Given a WebGL context returns a wrapped context that calls\n * gl.getError after every command and calls a function if the\n * result is not gl.NO_ERROR.\n *\n * @param {!WebGLRenderingContext} ctx The webgl context to\n * wrap.\n * @param {!function(err, funcName, args): void} opt_onErrorFunc\n * The function to call when gl.getError returns an\n * error. If not specified the default function calls\n * console.log with a message.\n * @param {!function(funcName, args): void} opt_onFunc The\n * function to call when each webgl function is called.\n * You can use this to log all calls for example.\n * @param {!WebGLRenderingContext} opt_err_ctx The webgl context\n * to call getError on if different than ctx.\n */\nfunction makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) {\n opt_err_ctx = opt_err_ctx || ctx;\n init(ctx);\n opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {\n // apparently we can't do args.join(\",\");\n var argStr = \"\";\n var numArgs = args.length;\n for (var ii = 0; ii < numArgs; ++ii) {\n argStr += ((ii == 0) ? '' : ', ') +\n glFunctionArgToString(functionName, numArgs, ii, args[ii]);\n }\n error(\"WebGL error \"+ glEnumToString(err) + \" in \"+ functionName +\n \"(\" + argStr + \")\");\n };\n\n // Holds booleans for each GL error so after we get the error ourselves\n // we can still return it to the client app.\n var glErrorShadow = { };\n\n // Makes a function that calls a WebGL function and then calls getError.\n function makeErrorWrapper(ctx, functionName) {\n return function() {\n if (opt_onFunc) {\n opt_onFunc(functionName, arguments);\n }\n var result = ctx[functionName].apply(ctx, arguments);\n var err = opt_err_ctx.getError();\n if (err != 0) {\n glErrorShadow[err] = true;\n opt_onErrorFunc(err, functionName, arguments);\n }\n return result;\n };\n }\n\n // Make a an object that has a copy of every property of the WebGL context\n // but wraps all functions.\n var wrapper = {};\n for (var propertyName in ctx) {\n if (typeof ctx[propertyName] == 'function') {\n if (propertyName != 'getExtension') {\n wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);\n } else {\n var wrapped = makeErrorWrapper(ctx, propertyName);\n wrapper[propertyName] = function () {\n var result = wrapped.apply(ctx, arguments);\n return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx);\n };\n }\n } else {\n makePropertyWrapper(wrapper, ctx, propertyName);\n }\n }\n\n // Override the getError function with one that returns our saved results.\n wrapper.getError = function() {\n for (var err in glErrorShadow) {\n if (glErrorShadow.hasOwnProperty(err)) {\n if (glErrorShadow[err]) {\n glErrorShadow[err] = false;\n return err;\n }\n }\n }\n return ctx.NO_ERROR;\n };\n\n return wrapper;\n}\n\nfunction resetToInitialState(ctx) {\n var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);\n var tmp = ctx.createBuffer();\n ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);\n for (var ii = 0; ii < numAttribs; ++ii) {\n ctx.disableVertexAttribArray(ii);\n ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);\n ctx.vertexAttrib1f(ii, 0);\n }\n ctx.deleteBuffer(tmp);\n\n var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);\n for (var ii = 0; ii < numTextureUnits; ++ii) {\n ctx.activeTexture(ctx.TEXTURE0 + ii);\n ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);\n ctx.bindTexture(ctx.TEXTURE_2D, null);\n }\n\n ctx.activeTexture(ctx.TEXTURE0);\n ctx.useProgram(null);\n ctx.bindBuffer(ctx.ARRAY_BUFFER, null);\n ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);\n ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);\n ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);\n ctx.disable(ctx.BLEND);\n ctx.disable(ctx.CULL_FACE);\n ctx.disable(ctx.DEPTH_TEST);\n ctx.disable(ctx.DITHER);\n ctx.disable(ctx.SCISSOR_TEST);\n ctx.blendColor(0, 0, 0, 0);\n ctx.blendEquation(ctx.FUNC_ADD);\n ctx.blendFunc(ctx.ONE, ctx.ZERO);\n ctx.clearColor(0, 0, 0, 0);\n ctx.clearDepth(1);\n ctx.clearStencil(-1);\n ctx.colorMask(true, true, true, true);\n ctx.cullFace(ctx.BACK);\n ctx.depthFunc(ctx.LESS);\n ctx.depthMask(true);\n ctx.depthRange(0, 1);\n ctx.frontFace(ctx.CCW);\n ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);\n ctx.lineWidth(1);\n ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);\n ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);\n ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);\n ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);\n // TODO: Delete this IF.\n if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {\n ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);\n }\n ctx.polygonOffset(0, 0);\n ctx.sampleCoverage(1, false);\n ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);\n ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);\n ctx.stencilMask(0xFFFFFFFF);\n ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);\n ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);\n ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);\n\n // TODO: This should NOT be needed but Firefox fails with 'hint'\n while(ctx.getError());\n}\n\nfunction makeLostContextSimulatingCanvas(canvas) {\n var unwrappedContext_;\n var wrappedContext_;\n var onLost_ = [];\n var onRestored_ = [];\n var wrappedContext_ = {};\n var contextId_ = 1;\n var contextLost_ = false;\n var resourceId_ = 0;\n var resourceDb_ = [];\n var numCallsToLoseContext_ = 0;\n var numCalls_ = 0;\n var canRestore_ = false;\n var restoreTimeout_ = 0;\n\n // Holds booleans for each GL error so can simulate errors.\n var glErrorShadow_ = { };\n\n canvas.getContext = function(f) {\n return function() {\n var ctx = f.apply(canvas, arguments);\n // Did we get a context and is it a WebGL context?\n if (ctx instanceof WebGLRenderingContext) {\n if (ctx != unwrappedContext_) {\n if (unwrappedContext_) {\n throw \"got different context\"\n }\n unwrappedContext_ = ctx;\n wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);\n }\n return wrappedContext_;\n }\n return ctx;\n }\n }(canvas.getContext);\n\n function wrapEvent(listener) {\n if (typeof(listener) == \"function\") {\n return listener;\n } else {\n return function(info) {\n listener.handleEvent(info);\n }\n }\n }\n\n var addOnContextLostListener = function(listener) {\n onLost_.push(wrapEvent(listener));\n };\n\n var addOnContextRestoredListener = function(listener) {\n onRestored_.push(wrapEvent(listener));\n };\n\n\n function wrapAddEventListener(canvas) {\n var f = canvas.addEventListener;\n canvas.addEventListener = function(type, listener, bubble) {\n switch (type) {\n case 'webglcontextlost':\n addOnContextLostListener(listener);\n break;\n case 'webglcontextrestored':\n addOnContextRestoredListener(listener);\n break;\n default:\n f.apply(canvas, arguments);\n }\n };\n }\n\n wrapAddEventListener(canvas);\n\n canvas.loseContext = function() {\n if (!contextLost_) {\n contextLost_ = true;\n numCallsToLoseContext_ = 0;\n ++contextId_;\n while (unwrappedContext_.getError());\n clearErrors();\n glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;\n var event = makeWebGLContextEvent(\"context lost\");\n var callbacks = onLost_.slice();\n setTimeout(function() {\n //log(\"numCallbacks:\" + callbacks.length);\n for (var ii = 0; ii < callbacks.length; ++ii) {\n //log(\"calling callback:\" + ii);\n callbacks[ii](event);\n }\n if (restoreTimeout_ >= 0) {\n setTimeout(function() {\n canvas.restoreContext();\n }, restoreTimeout_);\n }\n }, 0);\n }\n };\n\n canvas.restoreContext = function() {\n if (contextLost_) {\n if (onRestored_.length) {\n setTimeout(function() {\n if (!canRestore_) {\n throw \"can not restore. webglcontestlost listener did not call event.preventDefault\";\n }\n freeResources();\n resetToInitialState(unwrappedContext_);\n contextLost_ = false;\n numCalls_ = 0;\n canRestore_ = false;\n var callbacks = onRestored_.slice();\n var event = makeWebGLContextEvent(\"context restored\");\n for (var ii = 0; ii < callbacks.length; ++ii) {\n callbacks[ii](event);\n }\n }, 0);\n }\n }\n };\n\n canvas.loseContextInNCalls = function(numCalls) {\n if (contextLost_) {\n throw \"You can not ask a lost contet to be lost\";\n }\n numCallsToLoseContext_ = numCalls_ + numCalls;\n };\n\n canvas.getNumCalls = function() {\n return numCalls_;\n };\n\n canvas.setRestoreTimeout = function(timeout) {\n restoreTimeout_ = timeout;\n };\n\n function isWebGLObject(obj) {\n //return false;\n return (obj instanceof WebGLBuffer ||\n obj instanceof WebGLFramebuffer ||\n obj instanceof WebGLProgram ||\n obj instanceof WebGLRenderbuffer ||\n obj instanceof WebGLShader ||\n obj instanceof WebGLTexture);\n }\n\n function checkResources(args) {\n for (var ii = 0; ii < args.length; ++ii) {\n var arg = args[ii];\n if (isWebGLObject(arg)) {\n return arg.__webglDebugContextLostId__ == contextId_;\n }\n }\n return true;\n }\n\n function clearErrors() {\n var k = Object.keys(glErrorShadow_);\n for (var ii = 0; ii < k.length; ++ii) {\n delete glErrorShadow_[k];\n }\n }\n\n function loseContextIfTime() {\n ++numCalls_;\n if (!contextLost_) {\n if (numCallsToLoseContext_ == numCalls_) {\n canvas.loseContext();\n }\n }\n }\n\n // Makes a function that simulates WebGL when out of context.\n function makeLostContextFunctionWrapper(ctx, functionName) {\n var f = ctx[functionName];\n return function() {\n // log(\"calling:\" + functionName);\n // Only call the functions if the context is not lost.\n loseContextIfTime();\n if (!contextLost_) {\n //if (!checkResources(arguments)) {\n // glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;\n // return;\n //}\n var result = f.apply(ctx, arguments);\n return result;\n }\n };\n }\n\n function freeResources() {\n for (var ii = 0; ii < resourceDb_.length; ++ii) {\n var resource = resourceDb_[ii];\n if (resource instanceof WebGLBuffer) {\n unwrappedContext_.deleteBuffer(resource);\n } else if (resource instanceof WebGLFramebuffer) {\n unwrappedContext_.deleteFramebuffer(resource);\n } else if (resource instanceof WebGLProgram) {\n unwrappedContext_.deleteProgram(resource);\n } else if (resource instanceof WebGLRenderbuffer) {\n unwrappedContext_.deleteRenderbuffer(resource);\n } else if (resource instanceof WebGLShader) {\n unwrappedContext_.deleteShader(resource);\n } else if (resource instanceof WebGLTexture) {\n unwrappedContext_.deleteTexture(resource);\n }\n }\n }\n\n function makeWebGLContextEvent(statusMessage) {\n return {\n statusMessage: statusMessage,\n preventDefault: function() {\n canRestore_ = true;\n }\n };\n }\n\n return canvas;\n\n function makeLostContextSimulatingContext(ctx) {\n // copy all functions and properties to wrapper\n for (var propertyName in ctx) {\n if (typeof ctx[propertyName] == 'function') {\n wrappedContext_[propertyName] = makeLostContextFunctionWrapper(\n ctx, propertyName);\n } else {\n makePropertyWrapper(wrappedContext_, ctx, propertyName);\n }\n }\n\n // Wrap a few functions specially.\n wrappedContext_.getError = function() {\n loseContextIfTime();\n if (!contextLost_) {\n var err;\n while (err = unwrappedContext_.getError()) {\n glErrorShadow_[err] = true;\n }\n }\n for (var err in glErrorShadow_) {\n if (glErrorShadow_[err]) {\n delete glErrorShadow_[err];\n return err;\n }\n }\n return wrappedContext_.NO_ERROR;\n };\n\n var creationFunctions = [\n \"createBuffer\",\n \"createFramebuffer\",\n \"createProgram\",\n \"createRenderbuffer\",\n \"createShader\",\n \"createTexture\"\n ];\n for (var ii = 0; ii < creationFunctions.length; ++ii) {\n var functionName = creationFunctions[ii];\n wrappedContext_[functionName] = function(f) {\n return function() {\n loseContextIfTime();\n if (contextLost_) {\n return null;\n }\n var obj = f.apply(ctx, arguments);\n obj.__webglDebugContextLostId__ = contextId_;\n resourceDb_.push(obj);\n return obj;\n };\n }(ctx[functionName]);\n }\n\n var functionsThatShouldReturnNull = [\n \"getActiveAttrib\",\n \"getActiveUniform\",\n \"getBufferParameter\",\n \"getContextAttributes\",\n \"getAttachedShaders\",\n \"getFramebufferAttachmentParameter\",\n \"getParameter\",\n \"getProgramParameter\",\n \"getProgramInfoLog\",\n \"getRenderbufferParameter\",\n \"getShaderParameter\",\n \"getShaderInfoLog\",\n \"getShaderSource\",\n \"getTexParameter\",\n \"getUniform\",\n \"getUniformLocation\",\n \"getVertexAttrib\"\n ];\n for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {\n var functionName = functionsThatShouldReturnNull[ii];\n wrappedContext_[functionName] = function(f) {\n return function() {\n loseContextIfTime();\n if (contextLost_) {\n return null;\n }\n return f.apply(ctx, arguments);\n }\n }(wrappedContext_[functionName]);\n }\n\n var isFunctions = [\n \"isBuffer\",\n \"isEnabled\",\n \"isFramebuffer\",\n \"isProgram\",\n \"isRenderbuffer\",\n \"isShader\",\n \"isTexture\"\n ];\n for (var ii = 0; ii < isFunctions.length; ++ii) {\n var functionName = isFunctions[ii];\n wrappedContext_[functionName] = function(f) {\n return function() {\n loseContextIfTime();\n if (contextLost_) {\n return false;\n }\n return f.apply(ctx, arguments);\n }\n }(wrappedContext_[functionName]);\n }\n\n wrappedContext_.checkFramebufferStatus = function(f) {\n return function() {\n loseContextIfTime();\n if (contextLost_) {\n return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;\n }\n return f.apply(ctx, arguments);\n };\n }(wrappedContext_.checkFramebufferStatus);\n\n wrappedContext_.getAttribLocation = function(f) {\n return function() {\n loseContextIfTime();\n if (contextLost_) {\n return -1;\n }\n return f.apply(ctx, arguments);\n };\n }(wrappedContext_.getAttribLocation);\n\n wrappedContext_.getVertexAttribOffset = function(f) {\n return function() {\n loseContextIfTime();\n if (contextLost_) {\n return 0;\n }\n return f.apply(ctx, arguments);\n };\n }(wrappedContext_.getVertexAttribOffset);\n\n wrappedContext_.isContextLost = function() {\n return contextLost_;\n };\n\n return wrappedContext_;\n }\n}\n\nreturn {\n /**\n * Initializes this module. Safe to call more than once.\n * @param {!WebGLRenderingContext} ctx A WebGL context. If\n * you have more than one context it doesn't matter which one\n * you pass in, it is only used to pull out constants.\n */\n 'init': init,\n\n /**\n * Returns true or false if value matches any WebGL enum\n * @param {*} value Value to check if it might be an enum.\n * @return {boolean} True if value matches one of the WebGL defined enums\n */\n 'mightBeEnum': mightBeEnum,\n\n /**\n * Gets an string version of an WebGL enum.\n *\n * Example:\n * WebGLDebugUtil.init(ctx);\n * var str = WebGLDebugUtil.glEnumToString(ctx.getError());\n *\n * @param {number} value Value to return an enum for\n * @return {string} The string version of the enum.\n */\n 'glEnumToString': glEnumToString,\n\n /**\n * Converts the argument of a WebGL function to a string.\n * Attempts to convert enum arguments to strings.\n *\n * Example:\n * WebGLDebugUtil.init(ctx);\n * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 2, 0, gl.TEXTURE_2D);\n *\n * would return 'TEXTURE_2D'\n *\n * @param {string} functionName the name of the WebGL function.\n * @param {number} numArgs The number of arguments\n * @param {number} argumentIndx the index of the argument.\n * @param {*} value The value of the argument.\n * @return {string} The value as a string.\n */\n 'glFunctionArgToString': glFunctionArgToString,\n\n /**\n * Converts the arguments of a WebGL function to a string.\n * Attempts to convert enum arguments to strings.\n *\n * @param {string} functionName the name of the WebGL function.\n * @param {number} args The arguments.\n * @return {string} The arguments as a string.\n */\n 'glFunctionArgsToString': glFunctionArgsToString,\n\n /**\n * Given a WebGL context returns a wrapped context that calls\n * gl.getError after every command and calls a function if the\n * result is not NO_ERROR.\n *\n * You can supply your own function if you want. For example, if you'd like\n * an exception thrown on any GL error you could do this\n *\n * function throwOnGLError(err, funcName, args) {\n * throw WebGLDebugUtils.glEnumToString(err) +\n * \" was caused by call to \" + funcName;\n * };\n *\n * ctx = WebGLDebugUtils.makeDebugContext(\n * canvas.getContext(\"webgl\"), throwOnGLError);\n *\n * @param {!WebGLRenderingContext} ctx The webgl context to wrap.\n * @param {!function(err, funcName, args): void} opt_onErrorFunc The function\n * to call when gl.getError returns an error. If not specified the default\n * function calls console.log with a message.\n * @param {!function(funcName, args): void} opt_onFunc The\n * function to call when each webgl function is called. You\n * can use this to log all calls for example.\n */\n 'makeDebugContext': makeDebugContext,\n\n /**\n * Given a canvas element returns a wrapped canvas element that will\n * simulate lost context. The canvas returned adds the following functions.\n *\n * loseContext:\n * simulates a lost context event.\n *\n * restoreContext:\n * simulates the context being restored.\n *\n * lostContextInNCalls:\n * loses the context after N gl calls.\n *\n * getNumCalls:\n * tells you how many gl calls there have been so far.\n *\n * setRestoreTimeout:\n * sets the number of milliseconds until the context is restored\n * after it has been lost. Defaults to 0. Pass -1 to prevent\n * automatic restoring.\n *\n * @param {!Canvas} canvas The canvas element to wrap.\n */\n 'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,\n\n /**\n * Resets a context to the initial state.\n * @param {!WebGLRenderingContext} ctx The webgl context to\n * reset.\n */\n 'resetToInitialState': resetToInitialState\n};\n\n}();\n\nmodule.exports = WebGLDebugUtils;\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/webgl-debug/index.js\n// module id = 15\n// module chunks = 0","var g;\r\n\r\n// This works in non-strict mode\r\ng = (function() {\r\n\treturn this;\r\n})();\r\n\r\ntry {\r\n\t// This works if eval is allowed (see CSP)\r\n\tg = g || Function(\"return this\")() || (1,eval)(\"this\");\r\n} catch(e) {\r\n\t// This works if the window reference is available\r\n\tif(typeof window === \"object\")\r\n\t\tg = window;\r\n}\r\n\r\n// g can still be undefined, but nothing to do about it...\r\n// We return undefined, instead of nothing here, so it's\r\n// easier to handle this case. if(!global) { ...}\r\n\r\nmodule.exports = g;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// (webpack)/buildin/global.js\n// module id = 16\n// module chunks = 0","// stats.js - http://github.com/mrdoob/stats.js\nvar Stats=function(){var l=Date.now(),m=l,g=0,n=Infinity,o=0,h=0,p=Infinity,q=0,r=0,s=0,f=document.createElement(\"div\");f.id=\"stats\";f.addEventListener(\"mousedown\",function(b){b.preventDefault();t(++s%2)},!1);f.style.cssText=\"width:80px;opacity:0.9;cursor:pointer\";var a=document.createElement(\"div\");a.id=\"fps\";a.style.cssText=\"padding:0 0 3px 3px;text-align:left;background-color:#002\";f.appendChild(a);var i=document.createElement(\"div\");i.id=\"fpsText\";i.style.cssText=\"color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px\";\ni.innerHTML=\"FPS\";a.appendChild(i);var c=document.createElement(\"div\");c.id=\"fpsGraph\";c.style.cssText=\"position:relative;width:74px;height:30px;background-color:#0ff\";for(a.appendChild(c);74>c.children.length;){var j=document.createElement(\"span\");j.style.cssText=\"width:1px;height:30px;float:left;background-color:#113\";c.appendChild(j)}var d=document.createElement(\"div\");d.id=\"ms\";d.style.cssText=\"padding:0 0 3px 3px;text-align:left;background-color:#020;display:none\";f.appendChild(d);var k=document.createElement(\"div\");\nk.id=\"msText\";k.style.cssText=\"color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px\";k.innerHTML=\"MS\";d.appendChild(k);var e=document.createElement(\"div\");e.id=\"msGraph\";e.style.cssText=\"position:relative;width:74px;height:30px;background-color:#0f0\";for(d.appendChild(e);74>e.children.length;)j=document.createElement(\"span\"),j.style.cssText=\"width:1px;height:30px;float:left;background-color:#131\",e.appendChild(j);var t=function(b){s=b;switch(s){case 0:a.style.display=\n\"block\";d.style.display=\"none\";break;case 1:a.style.display=\"none\",d.style.display=\"block\"}};return{REVISION:12,domElement:f,setMode:t,begin:function(){l=Date.now()},end:function(){var b=Date.now();g=b-l;n=Math.min(n,g);o=Math.max(o,g);k.textContent=g+\" MS (\"+n+\"-\"+o+\")\";var a=Math.min(30,30-30*(g/200));e.appendChild(e.firstChild).style.height=a+\"px\";r++;b>m+1E3&&(h=Math.round(1E3*r/(b-m)),p=Math.min(p,h),q=Math.max(q,h),i.textContent=h+\" FPS (\"+p+\"-\"+q+\")\",a=Math.min(30,30-30*(h/100)),c.appendChild(c.firstChild).style.height=\na+\"px\",m=b,r=0);return b},update:function(){l=this.end()}}};\"object\"===typeof module&&(module.exports=Stats);\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/stats-js/build/stats.min.js\n// module id = 17\n// module chunks = 0","var THREE = require('three')\n\n/**\n * @author qiao / https://github.com/qiao\n * @author mrdoob / http://mrdoob.com\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author erich666 / http://erichaines.com\n */\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one finger move\n// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish\n// Pan - right mouse, or arrow keys / touch: three finger swipe\n\nfunction OrbitControls ( object, domElement ) {\n\n\tthis.object = object;\n\n\tthis.domElement = ( domElement !== undefined ) ? domElement : document;\n\n\t// Set to false to disable this control\n\tthis.enabled = true;\n\n\t// \"target\" sets the location of focus, where the object orbits around\n\tthis.target = new THREE.Vector3();\n\n\t// How far you can dolly in and out ( PerspectiveCamera only )\n\tthis.minDistance = 0;\n\tthis.maxDistance = Infinity;\n\n\t// How far you can zoom in and out ( OrthographicCamera only )\n\tthis.minZoom = 0;\n\tthis.maxZoom = Infinity;\n\n\t// How far you can orbit vertically, upper and lower limits.\n\t// Range is 0 to Math.PI radians.\n\tthis.minPolarAngle = 0; // radians\n\tthis.maxPolarAngle = Math.PI; // radians\n\n\t// How far you can orbit horizontally, upper and lower limits.\n\t// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].\n\tthis.minAzimuthAngle = - Infinity; // radians\n\tthis.maxAzimuthAngle = Infinity; // radians\n\n\t// Set to true to enable damping (inertia)\n\t// If damping is enabled, you must call controls.update() in your animation loop\n\tthis.enableDamping = false;\n\tthis.dampingFactor = 0.25;\n\n\t// This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n\t// Set to false to disable zooming\n\tthis.enableZoom = true;\n\tthis.zoomSpeed = 1.0;\n\n\t// Set to false to disable rotating\n\tthis.enableRotate = true;\n\tthis.rotateSpeed = 1.0;\n\n\t// Set to false to disable panning\n\tthis.enablePan = true;\n\tthis.keyPanSpeed = 7.0;\t// pixels moved per arrow key push\n\n\t// Set to true to automatically rotate around the target\n\t// If auto-rotate is enabled, you must call controls.update() in your animation loop\n\tthis.autoRotate = false;\n\tthis.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60\n\n\t// Set to false to disable use of the keys\n\tthis.enableKeys = true;\n\n\t// The four arrow keys\n\tthis.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };\n\n\t// Mouse buttons\n\tthis.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };\n\n\t// for reset\n\tthis.target0 = this.target.clone();\n\tthis.position0 = this.object.position.clone();\n\tthis.zoom0 = this.object.zoom;\n\n\t//\n\t// public methods\n\t//\n\n\tthis.getPolarAngle = function () {\n\n\t\treturn spherical.phi;\n\n\t};\n\n\tthis.getAzimuthalAngle = function () {\n\n\t\treturn spherical.theta;\n\n\t};\n\n\tthis.saveState = function () {\n\n\t\tscope.target0.copy( scope.target );\n\t\tscope.position0.copy( scope.object.position );\n\t\tscope.zoom0 = scope.object.zoom;\n\n\t};\n\n\tthis.reset = function () {\n\n\t\tscope.target.copy( scope.target0 );\n\t\tscope.object.position.copy( scope.position0 );\n\t\tscope.object.zoom = scope.zoom0;\n\n\t\tscope.object.updateProjectionMatrix();\n\t\tscope.dispatchEvent( changeEvent );\n\n\t\tscope.update();\n\n\t\tstate = STATE.NONE;\n\n\t};\n\n\t// this method is exposed, but perhaps it would be better if we can make it private...\n\tthis.update = function () {\n\n\t\tvar offset = new THREE.Vector3();\n\n\t\t// so camera.up is the orbit axis\n\t\tvar quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );\n\t\tvar quatInverse = quat.clone().inverse();\n\n\t\tvar lastPosition = new THREE.Vector3();\n\t\tvar lastQuaternion = new THREE.Quaternion();\n\n\t\treturn function update() {\n\n\t\t\tvar position = scope.object.position;\n\n\t\t\toffset.copy( position ).sub( scope.target );\n\n\t\t\t// rotate offset to \"y-axis-is-up\" space\n\t\t\toffset.applyQuaternion( quat );\n\n\t\t\t// angle from z-axis around y-axis\n\t\t\tspherical.setFromVector3( offset );\n\n\t\t\tif ( scope.autoRotate && state === STATE.NONE ) {\n\n\t\t\t\trotateLeft( getAutoRotationAngle() );\n\n\t\t\t}\n\n\t\t\tspherical.theta += sphericalDelta.theta;\n\t\t\tspherical.phi += sphericalDelta.phi;\n\n\t\t\t// restrict theta to be between desired limits\n\t\t\tspherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );\n\n\t\t\t// restrict phi to be between desired limits\n\t\t\tspherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );\n\n\t\t\tspherical.makeSafe();\n\n\n\t\t\tspherical.radius *= scale;\n\n\t\t\t// restrict radius to be between desired limits\n\t\t\tspherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );\n\n\t\t\t// move target to panned location\n\t\t\tscope.target.add( panOffset );\n\n\t\t\toffset.setFromSpherical( spherical );\n\n\t\t\t// rotate offset back to \"camera-up-vector-is-up\" space\n\t\t\toffset.applyQuaternion( quatInverse );\n\n\t\t\tposition.copy( scope.target ).add( offset );\n\n\t\t\tscope.object.lookAt( scope.target );\n\n\t\t\tif ( scope.enableDamping === true ) {\n\n\t\t\t\tsphericalDelta.theta *= ( 1 - scope.dampingFactor );\n\t\t\t\tsphericalDelta.phi *= ( 1 - scope.dampingFactor );\n\n\t\t\t} else {\n\n\t\t\t\tsphericalDelta.set( 0, 0, 0 );\n\n\t\t\t}\n\n\t\t\tscale = 1;\n\t\t\tpanOffset.set( 0, 0, 0 );\n\n\t\t\t// update condition is:\n\t\t\t// min(camera displacement, camera rotation in radians)^2 > EPS\n\t\t\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n\t\t\tif ( zoomChanged ||\n\t\t\t\tlastPosition.distanceToSquared( scope.object.position ) > EPS ||\n\t\t\t\t8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {\n\n\t\t\t\tscope.dispatchEvent( changeEvent );\n\n\t\t\t\tlastPosition.copy( scope.object.position );\n\t\t\t\tlastQuaternion.copy( scope.object.quaternion );\n\t\t\t\tzoomChanged = false;\n\n\t\t\t\treturn true;\n\n\t\t\t}\n\n\t\t\treturn false;\n\n\t\t};\n\n\t}();\n\n\tthis.dispose = function () {\n\n\t\tscope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );\n\t\tscope.domElement.removeEventListener( 'mousedown', onMouseDown, false );\n\t\tscope.domElement.removeEventListener( 'wheel', onMouseWheel, false );\n\n\t\tscope.domElement.removeEventListener( 'touchstart', onTouchStart, false );\n\t\tscope.domElement.removeEventListener( 'touchend', onTouchEnd, false );\n\t\tscope.domElement.removeEventListener( 'touchmove', onTouchMove, false );\n\n\t\tdocument.removeEventListener( 'mousemove', onMouseMove, false );\n\t\tdocument.removeEventListener( 'mouseup', onMouseUp, false );\n\n\t\twindow.removeEventListener( 'keydown', onKeyDown, false );\n\n\t\t//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n\n\t};\n\n\t//\n\t// internals\n\t//\n\n\tvar scope = this;\n\n\tvar changeEvent = { type: 'change' };\n\tvar startEvent = { type: 'start' };\n\tvar endEvent = { type: 'end' };\n\n\tvar STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };\n\n\tvar state = STATE.NONE;\n\n\tvar EPS = 0.000001;\n\n\t// current position in spherical coordinates\n\tvar spherical = new THREE.Spherical();\n\tvar sphericalDelta = new THREE.Spherical();\n\n\tvar scale = 1;\n\tvar panOffset = new THREE.Vector3();\n\tvar zoomChanged = false;\n\n\tvar rotateStart = new THREE.Vector2();\n\tvar rotateEnd = new THREE.Vector2();\n\tvar rotateDelta = new THREE.Vector2();\n\n\tvar panStart = new THREE.Vector2();\n\tvar panEnd = new THREE.Vector2();\n\tvar panDelta = new THREE.Vector2();\n\n\tvar dollyStart = new THREE.Vector2();\n\tvar dollyEnd = new THREE.Vector2();\n\tvar dollyDelta = new THREE.Vector2();\n\n\tfunction getAutoRotationAngle() {\n\n\t\treturn 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\n\n\t}\n\n\tfunction getZoomScale() {\n\n\t\treturn Math.pow( 0.95, scope.zoomSpeed );\n\n\t}\n\n\tfunction rotateLeft( angle ) {\n\n\t\tsphericalDelta.theta -= angle;\n\n\t}\n\n\tfunction rotateUp( angle ) {\n\n\t\tsphericalDelta.phi -= angle;\n\n\t}\n\n\tvar panLeft = function () {\n\n\t\tvar v = new THREE.Vector3();\n\n\t\treturn function panLeft( distance, objectMatrix ) {\n\n\t\t\tv.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix\n\t\t\tv.multiplyScalar( - distance );\n\n\t\t\tpanOffset.add( v );\n\n\t\t};\n\n\t}();\n\n\tvar panUp = function () {\n\n\t\tvar v = new THREE.Vector3();\n\n\t\treturn function panUp( distance, objectMatrix ) {\n\n\t\t\tv.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix\n\t\t\tv.multiplyScalar( distance );\n\n\t\t\tpanOffset.add( v );\n\n\t\t};\n\n\t}();\n\n\t// deltaX and deltaY are in pixels; right and down are positive\n\tvar pan = function () {\n\n\t\tvar offset = new THREE.Vector3();\n\n\t\treturn function pan( deltaX, deltaY ) {\n\n\t\t\tvar element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\n\t\t\tif ( scope.object instanceof THREE.PerspectiveCamera ) {\n\n\t\t\t\t// perspective\n\t\t\t\tvar position = scope.object.position;\n\t\t\t\toffset.copy( position ).sub( scope.target );\n\t\t\t\tvar targetDistance = offset.length();\n\n\t\t\t\t// half of the fov is center to top of screen\n\t\t\t\ttargetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );\n\n\t\t\t\t// we actually don't use screenWidth, since perspective camera is fixed to screen height\n\t\t\t\tpanLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );\n\t\t\t\tpanUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );\n\n\t\t\t} else if ( scope.object instanceof THREE.OrthographicCamera ) {\n\n\t\t\t\t// orthographic\n\t\t\t\tpanLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );\n\t\t\t\tpanUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );\n\n\t\t\t} else {\n\n\t\t\t\t// camera neither orthographic nor perspective\n\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );\n\t\t\t\tscope.enablePan = false;\n\n\t\t\t}\n\n\t\t};\n\n\t}();\n\n\tfunction dollyIn( dollyScale ) {\n\n\t\tif ( scope.object instanceof THREE.PerspectiveCamera ) {\n\n\t\t\tscale /= dollyScale;\n\n\t\t} else if ( scope.object instanceof THREE.OrthographicCamera ) {\n\n\t\t\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );\n\t\t\tscope.object.updateProjectionMatrix();\n\t\t\tzoomChanged = true;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\n\t\t\tscope.enableZoom = false;\n\n\t\t}\n\n\t}\n\n\tfunction dollyOut( dollyScale ) {\n\n\t\tif ( scope.object instanceof THREE.PerspectiveCamera ) {\n\n\t\t\tscale *= dollyScale;\n\n\t\t} else if ( scope.object instanceof THREE.OrthographicCamera ) {\n\n\t\t\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );\n\t\t\tscope.object.updateProjectionMatrix();\n\t\t\tzoomChanged = true;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\n\t\t\tscope.enableZoom = false;\n\n\t\t}\n\n\t}\n\n\t//\n\t// event callbacks - update the object state\n\t//\n\n\tfunction handleMouseDownRotate( event ) {\n\n\t\t//console.log( 'handleMouseDownRotate' );\n\n\t\trotateStart.set( event.clientX, event.clientY );\n\n\t}\n\n\tfunction handleMouseDownDolly( event ) {\n\n\t\t//console.log( 'handleMouseDownDolly' );\n\n\t\tdollyStart.set( event.clientX, event.clientY );\n\n\t}\n\n\tfunction handleMouseDownPan( event ) {\n\n\t\t//console.log( 'handleMouseDownPan' );\n\n\t\tpanStart.set( event.clientX, event.clientY );\n\n\t}\n\n\tfunction handleMouseMoveRotate( event ) {\n\n\t\t//console.log( 'handleMouseMoveRotate' );\n\n\t\trotateEnd.set( event.clientX, event.clientY );\n\t\trotateDelta.subVectors( rotateEnd, rotateStart );\n\n\t\tvar element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\n\t\t// rotating across whole screen goes 360 degrees around\n\t\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );\n\n\t\t// rotating up and down along whole screen attempts to go 360, but limited to 180\n\t\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );\n\n\t\trotateStart.copy( rotateEnd );\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleMouseMoveDolly( event ) {\n\n\t\t//console.log( 'handleMouseMoveDolly' );\n\n\t\tdollyEnd.set( event.clientX, event.clientY );\n\n\t\tdollyDelta.subVectors( dollyEnd, dollyStart );\n\n\t\tif ( dollyDelta.y > 0 ) {\n\n\t\t\tdollyIn( getZoomScale() );\n\n\t\t} else if ( dollyDelta.y < 0 ) {\n\n\t\t\tdollyOut( getZoomScale() );\n\n\t\t}\n\n\t\tdollyStart.copy( dollyEnd );\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleMouseMovePan( event ) {\n\n\t\t//console.log( 'handleMouseMovePan' );\n\n\t\tpanEnd.set( event.clientX, event.clientY );\n\n\t\tpanDelta.subVectors( panEnd, panStart );\n\n\t\tpan( panDelta.x, panDelta.y );\n\n\t\tpanStart.copy( panEnd );\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleMouseUp( event ) {\n\n\t\t// console.log( 'handleMouseUp' );\n\n\t}\n\n\tfunction handleMouseWheel( event ) {\n\n\t\t// console.log( 'handleMouseWheel' );\n\n\t\tif ( event.deltaY < 0 ) {\n\n\t\t\tdollyOut( getZoomScale() );\n\n\t\t} else if ( event.deltaY > 0 ) {\n\n\t\t\tdollyIn( getZoomScale() );\n\n\t\t}\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleKeyDown( event ) {\n\n\t\t//console.log( 'handleKeyDown' );\n\n\t\tswitch ( event.keyCode ) {\n\n\t\t\tcase scope.keys.UP:\n\t\t\t\tpan( 0, scope.keyPanSpeed );\n\t\t\t\tscope.update();\n\t\t\t\tbreak;\n\n\t\t\tcase scope.keys.BOTTOM:\n\t\t\t\tpan( 0, - scope.keyPanSpeed );\n\t\t\t\tscope.update();\n\t\t\t\tbreak;\n\n\t\t\tcase scope.keys.LEFT:\n\t\t\t\tpan( scope.keyPanSpeed, 0 );\n\t\t\t\tscope.update();\n\t\t\t\tbreak;\n\n\t\t\tcase scope.keys.RIGHT:\n\t\t\t\tpan( - scope.keyPanSpeed, 0 );\n\t\t\t\tscope.update();\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction handleTouchStartRotate( event ) {\n\n\t\t//console.log( 'handleTouchStartRotate' );\n\n\t\trotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\n\n\t}\n\n\tfunction handleTouchStartDolly( event ) {\n\n\t\t//console.log( 'handleTouchStartDolly' );\n\n\t\tvar dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;\n\t\tvar dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;\n\n\t\tvar distance = Math.sqrt( dx * dx + dy * dy );\n\n\t\tdollyStart.set( 0, distance );\n\n\t}\n\n\tfunction handleTouchStartPan( event ) {\n\n\t\t//console.log( 'handleTouchStartPan' );\n\n\t\tpanStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\n\n\t}\n\n\tfunction handleTouchMoveRotate( event ) {\n\n\t\t//console.log( 'handleTouchMoveRotate' );\n\n\t\trotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\n\t\trotateDelta.subVectors( rotateEnd, rotateStart );\n\n\t\tvar element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\n\t\t// rotating across whole screen goes 360 degrees around\n\t\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );\n\n\t\t// rotating up and down along whole screen attempts to go 360, but limited to 180\n\t\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );\n\n\t\trotateStart.copy( rotateEnd );\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleTouchMoveDolly( event ) {\n\n\t\t//console.log( 'handleTouchMoveDolly' );\n\n\t\tvar dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;\n\t\tvar dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;\n\n\t\tvar distance = Math.sqrt( dx * dx + dy * dy );\n\n\t\tdollyEnd.set( 0, distance );\n\n\t\tdollyDelta.subVectors( dollyEnd, dollyStart );\n\n\t\tif ( dollyDelta.y > 0 ) {\n\n\t\t\tdollyOut( getZoomScale() );\n\n\t\t} else if ( dollyDelta.y < 0 ) {\n\n\t\t\tdollyIn( getZoomScale() );\n\n\t\t}\n\n\t\tdollyStart.copy( dollyEnd );\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleTouchMovePan( event ) {\n\n\t\t//console.log( 'handleTouchMovePan' );\n\n\t\tpanEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\n\n\t\tpanDelta.subVectors( panEnd, panStart );\n\n\t\tpan( panDelta.x, panDelta.y );\n\n\t\tpanStart.copy( panEnd );\n\n\t\tscope.update();\n\n\t}\n\n\tfunction handleTouchEnd( event ) {\n\n\t\t//console.log( 'handleTouchEnd' );\n\n\t}\n\n\t//\n\t// event handlers - FSM: listen for events and reset state\n\t//\n\n\tfunction onMouseDown( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\tevent.preventDefault();\n\n\t\tswitch ( event.button ) {\n\n\t\t\tcase scope.mouseButtons.ORBIT:\n\n\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\thandleMouseDownRotate( event );\n\n\t\t\t\tstate = STATE.ROTATE;\n\n\t\t\t\tbreak;\n\n\t\t\tcase scope.mouseButtons.ZOOM:\n\n\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\thandleMouseDownDolly( event );\n\n\t\t\t\tstate = STATE.DOLLY;\n\n\t\t\t\tbreak;\n\n\t\t\tcase scope.mouseButtons.PAN:\n\n\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\thandleMouseDownPan( event );\n\n\t\t\t\tstate = STATE.PAN;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( state !== STATE.NONE ) {\n\n\t\t\tdocument.addEventListener( 'mousemove', onMouseMove, false );\n\t\t\tdocument.addEventListener( 'mouseup', onMouseUp, false );\n\n\t\t\tscope.dispatchEvent( startEvent );\n\n\t\t}\n\n\t}\n\n\tfunction onMouseMove( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\tevent.preventDefault();\n\n\t\tswitch ( state ) {\n\n\t\t\tcase STATE.ROTATE:\n\n\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\thandleMouseMoveRotate( event );\n\n\t\t\t\tbreak;\n\n\t\t\tcase STATE.DOLLY:\n\n\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\thandleMouseMoveDolly( event );\n\n\t\t\t\tbreak;\n\n\t\t\tcase STATE.PAN:\n\n\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\thandleMouseMovePan( event );\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction onMouseUp( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\thandleMouseUp( event );\n\n\t\tdocument.removeEventListener( 'mousemove', onMouseMove, false );\n\t\tdocument.removeEventListener( 'mouseup', onMouseUp, false );\n\n\t\tscope.dispatchEvent( endEvent );\n\n\t\tstate = STATE.NONE;\n\n\t}\n\n\tfunction onMouseWheel( event ) {\n\n\t\tif ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;\n\n\t\tevent.preventDefault();\n\t\tevent.stopPropagation();\n\n\t\thandleMouseWheel( event );\n\n\t\tscope.dispatchEvent( startEvent ); // not sure why these are here...\n\t\tscope.dispatchEvent( endEvent );\n\n\t}\n\n\tfunction onKeyDown( event ) {\n\n\t\tif ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;\n\n\t\thandleKeyDown( event );\n\n\t}\n\n\tfunction onTouchStart( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\tswitch ( event.touches.length ) {\n\n\t\t\tcase 1:\t// one-fingered touch: rotate\n\n\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\thandleTouchStartRotate( event );\n\n\t\t\t\tstate = STATE.TOUCH_ROTATE;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\t// two-fingered touch: dolly\n\n\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\thandleTouchStartDolly( event );\n\n\t\t\t\tstate = STATE.TOUCH_DOLLY;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 3: // three-fingered touch: pan\n\n\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\thandleTouchStartPan( event );\n\n\t\t\t\tstate = STATE.TOUCH_PAN;\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tstate = STATE.NONE;\n\n\t\t}\n\n\t\tif ( state !== STATE.NONE ) {\n\n\t\t\tscope.dispatchEvent( startEvent );\n\n\t\t}\n\n\t}\n\n\tfunction onTouchMove( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\tevent.preventDefault();\n\t\tevent.stopPropagation();\n\n\t\tswitch ( event.touches.length ) {\n\n\t\t\tcase 1: // one-fingered touch: rotate\n\n\t\t\t\tif ( scope.enableRotate === false ) return;\n\t\t\t\tif ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?...\n\n\t\t\t\thandleTouchMoveRotate( event );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 2: // two-fingered touch: dolly\n\n\t\t\t\tif ( scope.enableZoom === false ) return;\n\t\t\t\tif ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?...\n\n\t\t\t\thandleTouchMoveDolly( event );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 3: // three-fingered touch: pan\n\n\t\t\t\tif ( scope.enablePan === false ) return;\n\t\t\t\tif ( state !== STATE.TOUCH_PAN ) return; // is this needed?...\n\n\t\t\t\thandleTouchMovePan( event );\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tstate = STATE.NONE;\n\n\t\t}\n\n\t}\n\n\tfunction onTouchEnd( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\thandleTouchEnd( event );\n\n\t\tscope.dispatchEvent( endEvent );\n\n\t\tstate = STATE.NONE;\n\n\t}\n\n\tfunction onContextMenu( event ) {\n\n\t\tif ( scope.enabled === false ) return;\n\n\t\tevent.preventDefault();\n\n\t}\n\n\t//\n\n\tscope.domElement.addEventListener( 'contextmenu', onContextMenu, false );\n\n\tscope.domElement.addEventListener( 'mousedown', onMouseDown, false );\n\tscope.domElement.addEventListener( 'wheel', onMouseWheel, false );\n\n\tscope.domElement.addEventListener( 'touchstart', onTouchStart, false );\n\tscope.domElement.addEventListener( 'touchend', onTouchEnd, false );\n\tscope.domElement.addEventListener( 'touchmove', onTouchMove, false );\n\n\twindow.addEventListener( 'keydown', onKeyDown, false );\n\n\t// force an update at start\n\n\tthis.update();\n\n};\n\nOrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );\nOrbitControls.prototype.constructor = OrbitControls;\n\nObject.defineProperties( OrbitControls.prototype, {\n\n\tcenter: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .center has been renamed to .target' );\n\t\t\treturn this.target;\n\n\t\t}\n\n\t},\n\n\t// backward compatibility\n\n\tnoZoom: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );\n\t\t\treturn ! this.enableZoom;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );\n\t\t\tthis.enableZoom = ! value;\n\n\t\t}\n\n\t},\n\n\tnoRotate: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );\n\t\t\treturn ! this.enableRotate;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );\n\t\t\tthis.enableRotate = ! value;\n\n\t\t}\n\n\t},\n\n\tnoPan: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );\n\t\t\treturn ! this.enablePan;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );\n\t\t\tthis.enablePan = ! value;\n\n\t\t}\n\n\t},\n\n\tnoKeys: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );\n\t\t\treturn ! this.enableKeys;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );\n\t\t\tthis.enableKeys = ! value;\n\n\t\t}\n\n\t},\n\n\tstaticMoving: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );\n\t\t\treturn ! this.enableDamping;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );\n\t\t\tthis.enableDamping = ! value;\n\n\t\t}\n\n\t},\n\n\tdynamicDampingFactor: {\n\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. 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tests.\"},t.STENCIL_VALUE_MASK={name:\"STENCIL_VALUE_MASK\",value:2963,description:\" \"},t.STENCIL_WRITEMASK={name:\"STENCIL_WRITEMASK\",value:2968,description:\" \"},t.STENCIL_BACK_FUNC={name:\"STENCIL_BACK_FUNC\",value:34816,description:\" \"},t.STENCIL_BACK_FAIL={name:\"STENCIL_BACK_FAIL\",value:34817,description:\" \"},t.STENCIL_BACK_PASS_DEPTH_FAIL={name:\"STENCIL_BACK_PASS_DEPTH_FAIL\",value:34818,description:\" \"},t.STENCIL_BACK_PASS_DEPTH_PASS={name:\"STENCIL_BACK_PASS_DEPTH_PASS\",value:34819,description:\" \"},t.STENCIL_BACK_REF={name:\"STENCIL_BACK_REF\",value:36003,description:\" \"},t.STENCIL_BACK_VALUE_MASK={name:\"STENCIL_BACK_VALUE_MASK\",value:36004,description:\" \"},t.STENCIL_BACK_WRITEMASK={name:\"STENCIL_BACK_WRITEMASK\",value:36005,description:\" \"},t.VIEWPORT={name:\"VIEWPORT\",value:2978,description:\"Returns an Int32Array with four elements for the current viewport dimensions.\"},t.SCISSOR_BOX={name:\"SCISSOR_BOX\",value:3088,description:\"Returns an Int32Array with four elements for the current scissor box dimensions.\"},t.COLOR_CLEAR_VALUE={name:\"COLOR_CLEAR_VALUE\",value:3106,description:\" \"},t.COLOR_WRITEMASK={name:\"COLOR_WRITEMASK\",value:3107,description:\" \"},t.UNPACK_ALIGNMENT={name:\"UNPACK_ALIGNMENT\",value:3317,description:\" \"},t.PACK_ALIGNMENT={name:\"PACK_ALIGNMENT\",value:3333,description:\" \"},t.MAX_TEXTURE_SIZE={name:\"MAX_TEXTURE_SIZE\",value:3379,description:\" \"},t.MAX_VIEWPORT_DIMS={name:\"MAX_VIEWPORT_DIMS\",value:3386,description:\" \"},t.SUBPIXEL_BITS={name:\"SUBPIXEL_BITS\",value:3408,description:\" \"},t.RED_BITS={name:\"RED_BITS\",value:3410,description:\" \"},t.GREEN_BITS={name:\"GREEN_BITS\",value:3411,description:\" \"},t.BLUE_BITS={name:\"BLUE_BITS\",value:3412,description:\" \"},t.ALPHA_BITS={name:\"ALPHA_BITS\",value:3413,description:\" \"},t.DEPTH_BITS={name:\"DEPTH_BITS\",value:3414,description:\" \"},t.STENCIL_BITS={name:\"STENCIL_BITS\",value:3415,description:\" \"},t.POLYGON_OFFSET_UNITS={name:\"POLYGON_OFFSET_UNITS\",value:10752,description:\" \"},t.POLYGON_OFFSET_FACTOR={name:\"POLYGON_OFFSET_FACTOR\",value:32824,description:\" \"},t.TEXTURE_BINDING_2D={name:\"TEXTURE_BINDING_2D\",value:32873,description:\" \"},t.SAMPLE_BUFFERS={name:\"SAMPLE_BUFFERS\",value:32936,description:\" \"},t.SAMPLES={name:\"SAMPLES\",value:32937,description:\" \"},t.SAMPLE_COVERAGE_VALUE={name:\"SAMPLE_COVERAGE_VALUE\",value:32938,description:\" \"},t.SAMPLE_COVERAGE_INVERT={name:\"SAMPLE_COVERAGE_INVERT\",value:32939,description:\" \"},t.COMPRESSED_TEXTURE_FORMATS={name:\"COMPRESSED_TEXTURE_FORMATS\",value:34467,description:\" \"},t.VENDOR={name:\"VENDOR\",value:7936,description:\" \"},t.RENDERER={name:\"RENDERER\",value:7937,description:\" \"},t.VERSION={name:\"VERSION\",value:7938,description:\" \"},t.IMPLEMENTATION_COLOR_READ_TYPE={name:\"IMPLEMENTATION_COLOR_READ_TYPE\",value:35738,description:\" \"},t.IMPLEMENTATION_COLOR_READ_FORMAT={name:\"IMPLEMENTATION_COLOR_READ_FORMAT\",value:35739,description:\" \"},t.BROWSER_DEFAULT_WEBGL={name:\"BROWSER_DEFAULT_WEBGL\",value:37444,description:\" \"},t.STATIC_DRAW={name:\"STATIC_DRAW\",value:35044,description:\"Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and not change often.\"},t.STREAM_DRAW={name:\"STREAM_DRAW\",value:35040,description:\"Passed to bufferData as a hint about whether the contents of the buffer are likely to not be used often.\"},t.DYNAMIC_DRAW={name:\"DYNAMIC_DRAW\",value:35048,description:\"Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and change often.\"},t.ARRAY_BUFFER={name:\"ARRAY_BUFFER\",value:34962,description:\"Passed to bindBuffer or bufferData to specify the type of buffer being used.\"},t.ELEMENT_ARRAY_BUFFER={name:\"ELEMENT_ARRAY_BUFFER\",value:34963,description:\"Passed to bindBuffer or bufferData to specify the type of buffer being used.\"},t.BUFFER_SIZE={name:\"BUFFER_SIZE\",value:34660,description:\"Passed to getBufferParameter to get a buffer's size.\"},t.BUFFER_USAGE={name:\"BUFFER_USAGE\",value:34661,description:\"Passed to getBufferParameter to get the hint for the buffer passed in when it was created.\"},t.CURRENT_VERTEX_ATTRIB={name:\"CURRENT_VERTEX_ATTRIB\",value:34342,description:\"Passed to getVertexAttrib to read back the current vertex attribute.\"},t.VERTEX_ATTRIB_ARRAY_ENABLED={name:\"VERTEX_ATTRIB_ARRAY_ENABLED\",value:34338,description:\" \"},t.VERTEX_ATTRIB_ARRAY_SIZE={name:\"VERTEX_ATTRIB_ARRAY_SIZE\",value:34339,description:\" \"},t.VERTEX_ATTRIB_ARRAY_STRIDE={name:\"VERTEX_ATTRIB_ARRAY_STRIDE\",value:34340,description:\" \"},t.VERTEX_ATTRIB_ARRAY_TYPE={name:\"VERTEX_ATTRIB_ARRAY_TYPE\",value:34341,description:\" \"},t.VERTEX_ATTRIB_ARRAY_NORMALIZED={name:\"VERTEX_ATTRIB_ARRAY_NORMALIZED\",value:34922,description:\" \"},t.VERTEX_ATTRIB_ARRAY_POINTER={name:\"VERTEX_ATTRIB_ARRAY_POINTER\",value:34373,description:\" \"},t.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING={name:\"VERTEX_ATTRIB_ARRAY_BUFFER_BINDING\",value:34975,description:\" \"},t.CULL_FACE={name:\"CULL_FACE\",value:2884,description:\"Passed to enable/disable to turn on/off culling. Can also be used with getParameter to find the current culling method.\"},t.FRONT={name:\"FRONT\",value:1028,description:\"Passed to cullFace to specify that only front faces should be drawn.\"},t.BACK={name:\"BACK\",value:1029,description:\"Passed to cullFace to specify that only back faces should be drawn.\"},t.FRONT_AND_BACK={name:\"FRONT_AND_BACK\",value:1032,description:\"Passed to cullFace to specify that front and back faces should be drawn.\"},t.BLEND={name:\"BLEND\",value:3042,description:\"Passed to enable/disable to turn on/off blending. Can also be used with getParameter to find the current blending method.\"},t.DEPTH_TEST={name:\"DEPTH_TEST\",value:2929,description:\"Passed to enable/disable to turn on/off the depth test. Can also be used with getParameter to query the depth test.\"},t.DITHER={name:\"DITHER\",value:3024,description:\"Passed to enable/disable to turn on/off dithering. Can also be used with getParameter to find the current dithering method.\"},t.POLYGON_OFFSET_FILL={name:\"POLYGON_OFFSET_FILL\",value:32823,description:\"Passed to enable/disable to turn on/off the polygon offset. Useful for rendering hidden-line images, decals, and or solids with highlighted edges. Can also be used with getParameter to query the scissor test.\"},t.SAMPLE_ALPHA_TO_COVERAGE={name:\"SAMPLE_ALPHA_TO_COVERAGE\",value:32926,description:\"Passed to enable/disable to turn on/off the alpha to coverage. Used in multi-sampling alpha channels.\"},t.SAMPLE_COVERAGE={name:\"SAMPLE_COVERAGE\",value:32928,description:\"Passed to enable/disable to turn on/off the sample coverage. Used in multi-sampling.\"},t.SCISSOR_TEST={name:\"SCISSOR_TEST\",value:3089,description:\"Passed to enable/disable to turn on/off the scissor test. Can also be used with getParameter to query the scissor test.\"},t.STENCIL_TEST={name:\"STENCIL_TEST\",value:2960,description:\"Passed to enable/disable to turn on/off the stencil test. Can also be used with getParameter to query the stencil test.\"},t.NO_ERROR={name:\"NO_ERROR\",value:0,description:\"Returned from getError.\"},t.INVALID_ENUM={name:\"INVALID_ENUM\",value:1280,description:\"Returned from getError.\"},t.INVALID_VALUE={name:\"INVALID_VALUE\",value:1281,description:\"Returned from getError.\"},t.INVALID_OPERATION={name:\"INVALID_OPERATION\",value:1282,description:\"Returned from getError.\"},t.OUT_OF_MEMORY={name:\"OUT_OF_MEMORY\",value:1285,description:\"Returned from getError.\"},t.CONTEXT_LOST_WEBGL={name:\"CONTEXT_LOST_WEBGL\",value:37442,description:\"Returned from getError.\"},t.CW={name:\"CW\",value:2304,description:\"Passed to frontFace to specify the front face of a polygon is drawn in the clockwise direction\"},t.CCW={name:\"CCW\",value:2305,description:\"Passed to frontFace to specify the front face of a polygon is drawn in the counter clockwise direction\"},t.DONT_CARE={name:\"DONT_CARE\",value:4352,description:\"There is no preference for this behavior.\"},t.FASTEST={name:\"FASTEST\",value:4353,description:\"The most efficient behavior should be used.\"},t.NICEST={name:\"NICEST\",value:4354,description:\"The most correct or the highest quality option should be used.\"},t.GENERATE_MIPMAP_HINT={name:\"GENERATE_MIPMAP_HINT\",value:33170,description:\"Hint for the quality of filtering when generating mipmap images with WebGLRenderingContext.generateMipmap().\"},t.BYTE={name:\"BYTE\",value:5120,description:\" \"},t.UNSIGNED_BYTE={name:\"UNSIGNED_BYTE\",value:5121,description:\" \"},t.SHORT={name:\"SHORT\",value:5122,description:\" \"},t.UNSIGNED_SHORT={name:\"UNSIGNED_SHORT\",value:5123,description:\" \"},t.INT={name:\"INT\",value:5124,description:\" \"},t.UNSIGNED_INT={name:\"UNSIGNED_INT\",value:5125,description:\" \"},t.FLOAT={name:\"FLOAT\",value:5126,description:\" \"},t.DEPTH_COMPONENT={name:\"DEPTH_COMPONENT\",value:6402,description:\" \"},t.ALPHA={name:\"ALPHA\",value:6406,description:\" \"},t.RGB={name:\"RGB\",value:6407,description:\" \"},t.RGBA={name:\"RGBA\",value:6408,description:\" \"},t.LUMINANCE={name:\"LUMINANCE\",value:6409,description:\" \"},t.LUMINANCE_ALPHA={name:\"LUMINANCE_ALPHA\",value:6410,description:\" \"},t.UNSIGNED_SHORT_4_4_4_4={name:\"UNSIGNED_SHORT_4_4_4_4\",value:32819,description:\" \"},t.UNSIGNED_SHORT_5_5_5_1={name:\"UNSIGNED_SHORT_5_5_5_1\",value:32820,description:\" \"},t.UNSIGNED_SHORT_5_6_5={name:\"UNSIGNED_SHORT_5_6_5\",value:33635,description:\" \"},t.FRAGMENT_SHADER={name:\"FRAGMENT_SHADER\",value:35632,description:\"Passed to createShader to define a fragment shader.\"},t.VERTEX_SHADER={name:\"VERTEX_SHADER\",value:35633,description:\"Passed to createShader to define a vertex shader\"},t.COMPILE_STATUS={name:\"COMPILE_STATUS\",value:35713,description:\"Passed to getShaderParamter to get the status of the compilation. Returns false if the shader was not compiled. You can then query getShaderInfoLog to find the exact error\"},t.DELETE_STATUS={name:\"DELETE_STATUS\",value:35712,description:\"Passed to getShaderParamter to determine if a shader was deleted via deleteShader. Returns true if it was, false otherwise.\"},t.LINK_STATUS={name:\"LINK_STATUS\",value:35714,description:\"Passed to getProgramParameter after calling linkProgram to determine if a program was linked correctly. Returns false if there were errors. Use getProgramInfoLog to find the exact error.\"},t.VALIDATE_STATUS={name:\"VALIDATE_STATUS\",value:35715,description:\"Passed to getProgramParameter after calling validateProgram to determine if it is valid. Returns false if errors were found.\"},t.ATTACHED_SHADERS={name:\"ATTACHED_SHADERS\",value:35717,description:\"Passed to getProgramParameter after calling attachShader to determine if the shader was attached correctly. 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At least 8.\"},t.MAX_FRAGMENT_UNIFORM_VECTORS={name:\"MAX_FRAGMENT_UNIFORM_VECTORS\",value:36349,description:\" \"},t.SHADER_TYPE={name:\"SHADER_TYPE\",value:35663,description:\" \"},t.SHADING_LANGUAGE_VERSION={name:\"SHADING_LANGUAGE_VERSION\",value:35724,description:\" \"},t.CURRENT_PROGRAM={name:\"CURRENT_PROGRAM\",value:35725,description:\" \"},t.NEVER={name:\"NEVER\",value:512,description:\"Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn.\"},t.ALWAYS={name:\"ALWAYS\",value:519,description:\"Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn.\"},t.LESS={name:\"LESS\",value:513,description:\"Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value.\"},t.EQUAL={name:\"EQUAL\",value:514,description:\"Passed to depthFunction or 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value.\"},t.KEEP={name:\"KEEP\",value:7680,description:\" \"},t.REPLACE={name:\"REPLACE\",value:7681,description:\" \"},t.INCR={name:\"INCR\",value:7682,description:\" \"},t.DECR={name:\"DECR\",value:7683,description:\" \"},t.INVERT={name:\"INVERT\",value:5386,description:\" \"},t.INCR_WRAP={name:\"INCR_WRAP\",value:34055,description:\" \"},t.DECR_WRAP={name:\"DECR_WRAP\",value:34056,description:\" \"},t.NEAREST={name:\"NEAREST\",value:9728,description:\" \"},t.LINEAR={name:\"LINEAR\",value:9729,description:\" \"},t.NEAREST_MIPMAP_NEAREST={name:\"NEAREST_MIPMAP_NEAREST\",value:9984,description:\" \"},t.LINEAR_MIPMAP_NEAREST={name:\"LINEAR_MIPMAP_NEAREST\",value:9985,description:\" \"},t.NEAREST_MIPMAP_LINEAR={name:\"NEAREST_MIPMAP_LINEAR\",value:9986,description:\" \"},t.LINEAR_MIPMAP_LINEAR={name:\"LINEAR_MIPMAP_LINEAR\",value:9987,description:\" \"},t.TEXTURE_MAG_FILTER={name:\"TEXTURE_MAG_FILTER\",value:10240,description:\" \"},t.TEXTURE_MIN_FILTER={name:\"TEXTURE_MIN_FILTER\",value:10241,description:\" \"},t.TEXTURE_WRAP_S={name:\"TEXTURE_WRAP_S\",value:10242,description:\" \"},t.TEXTURE_WRAP_T={name:\"TEXTURE_WRAP_T\",value:10243,description:\" \"},t.TEXTURE_2D={name:\"TEXTURE_2D\",value:3553,description:\" \"},t.TEXTURE={name:\"TEXTURE\",value:5890,description:\" \"},t.TEXTURE_CUBE_MAP={name:\"TEXTURE_CUBE_MAP\",value:34067,description:\" \"},t.TEXTURE_BINDING_CUBE_MAP={name:\"TEXTURE_BINDING_CUBE_MAP\",value:34068,description:\" \"},t.TEXTURE_CUBE_MAP_POSITIVE_X={name:\"TEXTURE_CUBE_MAP_POSITIVE_X\",value:34069,description:\" \"},t.TEXTURE_CUBE_MAP_NEGATIVE_X={name:\"TEXTURE_CUBE_MAP_NEGATIVE_X\",value:34070,description:\" \"},t.TEXTURE_CUBE_MAP_POSITIVE_Y={name:\"TEXTURE_CUBE_MAP_POSITIVE_Y\",value:34071,description:\" \"},t.TEXTURE_CUBE_MAP_NEGATIVE_Y={name:\"TEXTURE_CUBE_MAP_NEGATIVE_Y\",value:34072,description:\" \"},t.TEXTURE_CUBE_MAP_POSITIVE_Z={name:\"TEXTURE_CUBE_MAP_POSITIVE_Z\",value:34073,description:\" \"},t.TEXTURE_CUBE_MAP_NEGATIVE_Z={name:\"TEXTURE_CUBE_MAP_NEGATIVE_Z\",value:34074,description:\" \"},t.MAX_CUBE_MAP_TEXTURE_SIZE={name:\"MAX_CUBE_MAP_TEXTURE_SIZE\",value:34076,description:\" \"},t.TEXTURE0={name:\"TEXTURE0\",value:33984,description:\"A texture unit.\"},t.TEXTURE1={name:\"TEXTURE1\",value:33985,description:\"A texture unit.\"},t.TEXTURE2={name:\"TEXTURE2\",value:33986,description:\"A texture unit.\"},t.TEXTURE3={name:\"TEXTURE3\",value:33987,description:\"A texture unit.\"},t.TEXTURE4={name:\"TEXTURE4\",value:33988,description:\"A texture unit.\"},t.TEXTURE5={name:\"TEXTURE5\",value:33989,description:\"A texture unit.\"},t.TEXTURE6={name:\"TEXTURE6\",value:33990,description:\"A texture unit.\"},t.TEXTURE7={name:\"TEXTURE7\",value:33991,description:\"A texture unit.\"},t.TEXTURE8={name:\"TEXTURE8\",value:33992,description:\"A texture unit.\"},t.TEXTURE9={name:\"TEXTURE9\",value:33993,description:\"A texture unit.\"},t.TEXTURE10={name:\"TEXTURE10\",value:33994,description:\"A texture unit.\"},t.TEXTURE11={name:\"TEXTURE11\",value:33995,description:\"A texture unit.\"},t.TEXTURE12={name:\"TEXTURE12\",value:33996,description:\"A texture unit.\"},t.TEXTURE13={name:\"TEXTURE13\",value:33997,description:\"A texture unit.\"},t.TEXTURE14={name:\"TEXTURE14\",value:33998,description:\"A texture unit.\"},t.TEXTURE15={name:\"TEXTURE15\",value:33999,description:\"A texture unit.\"},t.TEXTURE16={name:\"TEXTURE16\",value:34e3,description:\"A texture unit.\"},t.TEXTURE17={name:\"TEXTURE17\",value:34001,description:\"A texture unit.\"},t.TEXTURE18={name:\"TEXTURE18\",value:34002,description:\"A texture unit.\"},t.TEXTURE19={name:\"TEXTURE19\",value:34003,description:\"A texture unit.\"},t.TEXTURE20={name:\"TEXTURE20\",value:34004,description:\"A texture unit.\"},t.TEXTURE21={name:\"TEXTURE21\",value:34005,description:\"A texture unit.\"},t.TEXTURE22={name:\"TEXTURE22\",value:34006,description:\"A texture unit.\"},t.TEXTURE23={name:\"TEXTURE23\",value:34007,description:\"A texture unit.\"},t.TEXTURE24={name:\"TEXTURE24\",value:34008,description:\"A texture unit.\"},t.TEXTURE25={name:\"TEXTURE25\",value:34009,description:\"A texture unit.\"},t.TEXTURE26={name:\"TEXTURE26\",value:34010,description:\"A texture unit.\"},t.TEXTURE27={name:\"TEXTURE27\",value:34011,description:\"A texture unit.\"},t.TEXTURE28={name:\"TEXTURE28\",value:34012,description:\"A texture unit.\"},t.TEXTURE29={name:\"TEXTURE29\",value:34013,description:\"A texture unit.\"},t.TEXTURE30={name:\"TEXTURE30\",value:34014,description:\"A texture unit.\"},t.TEXTURE31={name:\"TEXTURE31\",value:34015,description:\"A texture unit.\"},t.ACTIVE_TEXTURE={name:\"ACTIVE_TEXTURE\",value:34016,description:\"The current active texture 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n=[];return(t[0]&e.WebGlConstants.DEPTH_BUFFER_BIT.value)===e.WebGlConstants.DEPTH_BUFFER_BIT.value&&n.push(e.WebGlConstants.DEPTH_BUFFER_BIT.name),(t[0]&e.WebGlConstants.STENCIL_BUFFER_BIT.value)===e.WebGlConstants.STENCIL_BUFFER_BIT.value&&n.push(e.WebGlConstants.STENCIL_BUFFER_BIT.name),(t[0]&e.WebGlConstants.COLOR_BUFFER_BIT.value)===e.WebGlConstants.COLOR_BUFFER_BIT.value&&n.push(e.WebGlConstants.COLOR_BUFFER_BIT.name),n},n=o([e.Decorators.command(\"clear\")],n)}(t.BaseCommand);t.Clear=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyArgs=function(t){var n=[],i=this.options.context.getParameter(e.WebGlConstants.READ_FRAMEBUFFER_BINDING.value),o=this.options.tagWebGlObject(i);n.push(\"READ FROM: \"+this.stringifyValue(o));var r=this.options.context.getParameter(e.WebGlConstants.DRAW_FRAMEBUFFER_BINDING.value),s=this.options.tagWebGlObject(r);n.push(\"WRITE TO: \"+this.stringifyValue(s));for(var a=0;a<8;a++)n.push(t[a]);return(t[8]&e.WebGlConstants.DEPTH_BUFFER_BIT.value)===e.WebGlConstants.DEPTH_BUFFER_BIT.value&&n.push(e.WebGlConstants.DEPTH_BUFFER_BIT.name),(t[8]&e.WebGlConstants.STENCIL_BUFFER_BIT.value)===e.WebGlConstants.STENCIL_BUFFER_BIT.value&&n.push(e.WebGlConstants.STENCIL_BUFFER_BIT.name),(t[8]&e.WebGlConstants.COLOR_BUFFER_BIT.value)===e.WebGlConstants.COLOR_BUFFER_BIT.value&&n.push(e.WebGlConstants.COLOR_BUFFER_BIT.name),n.push(e.WebGlConstants.stringifyWebGlConstant(t[9],\"blitFrameBuffer\")),n},n=o([e.Decorators.command(\"blitFrameBuffer\")],n)}(t.BaseCommand);t.BlitFrameBuffer=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyArgs=function(t){var n=[];return n.push(t[0]),n.push(t[1]),n.push(e.WebGlConstants.stringifyWebGlConstant(t[2],\"vertexAttribPointer\")),n.push(t[3]),n.push(t[4]),n.push(t[5]),n},n=o([e.Decorators.command(\"vertexAttribPointer\")],n)}(t.BaseCommand);t.VertexAttribPointer=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyResult=function(e){if(e)return\"name: \"+e.name+\", size: \"+e.size+\", type: \"+e.type},n=o([e.Decorators.command(\"getActiveAttrib\")],n)}(t.BaseCommand);t.GetActiveAttrib=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyResult=function(e){if(e)return\"name: \"+e.name+\", size: \"+e.size+\", type: \"+e.type},n=o([e.Decorators.command(\"getActiveUniform\")],n)}(t.BaseCommand);t.GetActiveUniform=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyResult=function(e){if(e)return\"name: \"+e.name+\", size: \"+e.size+\", type: \"+e.type},n=o([e.Decorators.command(\"getTransformFeedbackVarying\")],n)}(t.BaseCommand);t.GetTransformFeedbackVarying=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyResult=function(e){return e?\"true\":\"false\"},n=o([e.Decorators.command(\"getExtension\")],n)}(t.BaseCommand);t.GetExtension=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyResult=function(e){if(e)return\"min: \"+e.rangeMin+\", max: \"+e.rangeMax+\", precision: \"+e.precision},n=o([e.Decorators.command(\"getShaderPrecisionFormat\")],n)}(t.BaseCommand);t.GetShaderPrecisionFormat=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyResult=function(t){if(!t)return\"null\";var n=e.WebGlObjects.getWebGlObjectTag(t);return n?n.displayText:t},n=o([e.Decorators.command(\"getParameter\")],n)}(t.BaseCommand);t.GetParameter=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyArgs=function(t){var n=[];return n.push(e.WebGlConstants.stringifyWebGlConstant(t[0],\"drawArrays\")),n.push(t[1]),n.push(t[2]),n},n=o([e.Decorators.command(\"drawArrays\")],n)}(t.BaseCommand);t.DrawArrays=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyArgs=function(t){var n=[];return n.push(e.WebGlConstants.stringifyWebGlConstant(t[0],\"drawArraysInstanced\")),n.push(t[1]),n.push(t[2]),n.push(t[3]),n},n=o([e.Decorators.command(\"drawArraysInstanced\")],n)}(t.BaseCommand);t.DrawArraysInstanced=n}(e.Commands||(e.Commands={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.stringifyArgs=function(t){for(var n=[],i=0;i=2&&0!==e.arguments[1])return 0;var i=this.getCustomData(e,t,n);if(!i)return 0;var o=n.__SPECTOR_Object_CustomData?n.__SPECTOR_Object_CustomData.length:0,r=\"TEXTURE_2D\"===t?1:6;return i.length=i.width*i.height*r*this.getByteSizeForInternalFormat(i.internalFormat),n.__SPECTOR_Object_CustomData=i,i.length-o},n.prototype.getCustomData=function(e,t,n){return\"texImage2D\"===e.name?this.getTexImage2DCustomData(e,t,n):\"compressedTexImage2D\"===e.name?this.getCompressedTexImage2DCustomData(e,t,n):\"texStorage2D\"===e.name?this.getTexStorage2DCustomData(e,t,n):void 0},n.prototype.getTexStorage2DCustomData=function(e,t,n){var i;return 5===e.arguments.length&&(i={target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],length:0}),i},n.prototype.getCompressedTexImage2DCustomData=function(e,t,n){var i;if(0===e.arguments[1])return e.arguments.length>=7&&(i={target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],length:0}),i},n.prototype.getTexImage2DCustomData=function(e,t,n){var i;if(0===e.arguments[1])return e.arguments.length>=8?i={target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],format:e.arguments[6],type:e.arguments[7],length:0}:6===e.arguments.length&&(i={target:t,internalFormat:e.arguments[2],width:e.arguments[5].width,height:e.arguments[5].height,format:e.arguments[3],type:e.arguments[4],length:0}),i},n=o([e.Decorators.recorder(\"Texture2d\")],n)}(t.BaseRecorder);t.Texture2DRecorder=n}(e.Recorders||(e.Recorders={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.getCreateCommandNames=function(){return[\"createTexture\"]},n.prototype.getUpdateCommandNames=function(){return[\"texImage3D\",\"compressedTexImage3D\",\"texStorage3D\"]},n.prototype.getDeleteCommandNames=function(){return[\"deleteTexture\"]},n.prototype.getBoundInstance=function(t){var n=this.options.context;return t===e.WebGlConstants.TEXTURE_2D_ARRAY.value?n.getParameter(e.WebGlConstants.TEXTURE_BINDING_2D_ARRAY.value):t===e.WebGlConstants.TEXTURE_3D.value?n.getParameter(e.WebGlConstants.TEXTURE_BINDING_3D.value):void 0},n.prototype.delete=function(t){var n=t.__SPECTOR_Object_CustomData;return n?n.target!==e.WebGlConstants.TEXTURE_2D_ARRAY.name&&n.target!==e.WebGlConstants.TEXTURE_3D.name?0:n.length:0},n.prototype.update=function(e,t,n){if(e.arguments.length>=2&&0!==e.arguments[1])return 0;var i=this.getCustomData(e,t,n);if(!i)return 0;var o=n.__SPECTOR_Object_CustomData?n.__SPECTOR_Object_CustomData.length:0;return i.length=i.width*i.height*i.depth*this.getByteSizeForInternalFormat(i.internalFormat),i&&(n.__SPECTOR_Object_CustomData=i),i.length-o},n.prototype.getCustomData=function(e,t,n){return\"texImage3D\"===e.name?this.getTexImage3DCustomData(e,t,n):\"compressedTexImage3D\"===e.name?this.getCompressedTexImage3DCustomData(e,t,n):\"texStorage3D\"===e.name?this.getTexStorage3DCustomData(e,t,n):void 0},n.prototype.getTexStorage3DCustomData=function(e,t,n){var i;return 6===e.arguments.length&&(i={target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],depth:e.arguments[5],length:0}),i},n.prototype.getCompressedTexImage3DCustomData=function(e,t,n){var i;if(0===e.arguments[1])return e.arguments.length>=8&&(i={target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],depth:e.arguments[5],length:0}),i},n.prototype.getTexImage3DCustomData=function(e,t,n){var i;if(0===e.arguments[1])return e.arguments.length>=9&&(i={target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],depth:e.arguments[5],format:e.arguments[7],type:e.arguments[8],length:0}),i},n=o([e.Decorators.recorder(\"Texture3d\")],n)}(t.BaseRecorder);t.Texture3DRecorder=n}(e.Recorders||(e.Recorders={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.getCreateCommandNames=function(){return[\"createBuffer\"]},n.prototype.getUpdateCommandNames=function(){return[\"bufferData\"]},n.prototype.getDeleteCommandNames=function(){return[\"deleteBuffer\"]},n.prototype.getBoundInstance=function(t){var n=this.options.context;return t===e.WebGlConstants.ARRAY_BUFFER.value?n.getParameter(e.WebGlConstants.ARRAY_BUFFER_BINDING.value):t===e.WebGlConstants.ELEMENT_ARRAY_BUFFER.value?n.getParameter(e.WebGlConstants.ELEMENT_ARRAY_BUFFER_BINDING.value):t===e.WebGlConstants.COPY_READ_BUFFER.value?n.getParameter(e.WebGlConstants.COPY_READ_BUFFER_BINDING.value):t===e.WebGlConstants.COPY_WRITE_BUFFER.value?n.getParameter(e.WebGlConstants.COPY_WRITE_BUFFER_BINDING.value):t===e.WebGlConstants.TRANSFORM_FEEDBACK_BUFFER.value?n.getParameter(e.WebGlConstants.TRANSFORM_FEEDBACK_BUFFER_BINDING.value):t===e.WebGlConstants.UNIFORM_BUFFER.value?n.getParameter(e.WebGlConstants.UNIFORM_BUFFER_BINDING.value):t===e.WebGlConstants.PIXEL_PACK_BUFFER.value?n.getParameter(e.WebGlConstants.PIXEL_PACK_BUFFER_BINDING.value):t===e.WebGlConstants.PIXEL_UNPACK_BUFFER.value?n.getParameter(e.WebGlConstants.PIXEL_UNPACK_BUFFER_BINDING.value):void 0},n.prototype.delete=function(e){var t=e.__SPECTOR_Object_CustomData;return t?t.length:0},n.prototype.update=function(e,t,n){var i=this.getCustomData(t,e);if(!i)return 0;var o=n.__SPECTOR_Object_CustomData?n.__SPECTOR_Object_CustomData.length:0;return n.__SPECTOR_Object_CustomData=i,i.length-o},n.prototype.getCustomData=function(e,t){var n=this.getLength(t);return t.arguments.length>=4?{target:e,length:n,usage:t.arguments[2],offset:t.arguments[3],sourceLength:t.arguments[1]?t.arguments[1].length:-1}:3===t.arguments.length?{target:e,length:n,usage:t.arguments[2]}:void 0},n.prototype.getLength=function(e){var t=-1,n=0;return 5===e.arguments.length&&(t=e.arguments[4],n=e.arguments[3]),t<=0&&(t=\"number\"==typeof e.arguments[1]?e.arguments[1]:e.arguments[1]&&(e.arguments[1].byteLength||e.arguments[1].length)||0),t-n},n=o([e.Decorators.recorder(\"Buffer\")],n)}(t.BaseRecorder);t.BufferRecorder=n}(e.Recorders||(e.Recorders={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n.prototype.getCreateCommandNames=function(){return[\"createRenderbuffer\"]},n.prototype.getUpdateCommandNames=function(){return[\"renderbufferStorage\",\"renderbufferStorageMultisample\"]},n.prototype.getDeleteCommandNames=function(){return[\"deleteRenderbuffer\"]},n.prototype.getBoundInstance=function(t){var n=this.options.context;if(t===e.WebGlConstants.RENDERBUFFER.value)return n.getParameter(e.WebGlConstants.RENDERBUFFER_BINDING.value)},n.prototype.delete=function(e){var t=e.__SPECTOR_Object_CustomData;return t?t.length:0},n.prototype.update=function(e,t,n){var i=this.getCustomData(e,t);if(!i)return 0;var o=n.__SPECTOR_Object_CustomData?n.__SPECTOR_Object_CustomData.length:0;return i.length=i.width*i.height*this.getByteSizeForInternalFormat(i.internalFormat),n.__SPECTOR_Object_CustomData=i,i.length-o},n.prototype.getCustomData=function(e,t){return 4===e.arguments.length?{target:t,internalFormat:e.arguments[1],width:e.arguments[2],height:e.arguments[3],length:0,samples:0}:{target:t,internalFormat:e.arguments[2],width:e.arguments[3],height:e.arguments[4],length:0,samples:e.arguments[1]}},n=o([e.Decorators.recorder(\"Renderbuffer\")],n)}(t.BaseRecorder);t.RenderBufferRecorder=n}(e.Recorders||(e.Recorders={}))}(r||(r={})),function(e){!function(t){var n=function(){function t(e,t){this.options=e,this.logger=t,this.recorders={},this.recorderConstructors={},this.onCommandCallbacks={},this.contextInformation=e.contextInformation,this.time=new e.timeConstructor,this.initAvailableRecorders(),this.initRecorders()}return t.prototype.recordCommand=function(e){var t=this.onCommandCallbacks[e.name];if(t)for(var n=0,i=t;n=0)if(e){for(var o=0;o1&&this.parameters.push(this.getWebgl2Parameters());for(var e={},t=1;t<=this.contextVersion&&!(t>this.parameters.length);t++)if(this.parameters[t-1])for(var n=0,i=this.parameters[t-1];nthis.parameters.length);t++)for(var n=0,i=this.parameters[t-1];n0:\"stencilFunc\"===t.name||\"stencilFuncSeparate\"===t.name?s.stencilFuncStates.indexOf(t.commandArguments[0])>0:\"stencilMask\"!==t.name&&\"stencilMaskSeparate\"!==t.name||s.stencilMaskStates.indexOf(t.commandArguments[0])>0},r.prototype.getConsumeCommands=function(){return t.drawCommands},r.prototype.isStateEnable=function(t,n){return this.context.isEnabled(e.WebGlConstants.STENCIL_TEST.value)},r.stencilOpStates=[e.WebGlConstants.STENCIL_BACK_FAIL.value,e.WebGlConstants.STENCIL_BACK_PASS_DEPTH_FAIL.value,e.WebGlConstants.STENCIL_BACK_PASS_DEPTH_PASS.value,e.WebGlConstants.STENCIL_FAIL.value,e.WebGlConstants.STENCIL_PASS_DEPTH_FAIL.value,e.WebGlConstants.STENCIL_PASS_DEPTH_PASS.value],r.stencilFuncStates=[e.WebGlConstants.STENCIL_BACK_FUNC.value,e.WebGlConstants.STENCIL_BACK_REF.value,e.WebGlConstants.STENCIL_BACK_VALUE_MASK.value,e.WebGlConstants.STENCIL_FUNC.value,e.WebGlConstants.STENCIL_REF.value,e.WebGlConstants.STENCIL_VALUE_MASK.value],r.stencilMaskStates=[e.WebGlConstants.STENCIL_BACK_WRITEMASK.value,e.WebGlConstants.STENCIL_WRITEMASK.value],r=s=o([e.Decorators.state(\"StencilState\")],r);var s}(t.ParameterState);t.StencilState=n}(e.States||(e.States={}))}(r||(r={})),function(e){!function(t){var n=function(n){function r(e,t){var i=n.call(this,e,t)||this;return i.captureFrameBuffer=e.context.createFramebuffer(),i.workingCanvas=document.createElement(\"canvas\"),i.workingContext2D=i.workingCanvas.getContext(\"2d\"),i.captureCanvas=document.createElement(\"canvas\"),i.captureContext2D=i.captureCanvas.getContext(\"2d\"),i.captureContext2D.imageSmoothingEnabled=!0,i.captureContext2D.mozImageSmoothingEnabled=!0,i.captureContext2D.oImageSmoothingEnabled=!0,i.captureContext2D.webkitImageSmoothingEnabled=!0,i.captureContext2D.msImageSmoothingEnabled=!0,i}return i(r,n),s=r,r.prototype.getConsumeCommands=function(){return[\"clear\",\"clearBufferfv\",\"clearBufferiv\",\"clearBufferuiv\",\"clearBufferfi\"].concat(t.drawCommands)},r.prototype.readFromContext=function(){var t=this.context;this.currentState.Attachments=[];var n=this.context.getParameter(e.WebGlConstants.FRAMEBUFFER_BINDING.value);if(!n)return this.currentState.FrameBuffer=null,void this.getCapture(t,\"Canvas COLOR_ATTACHMENT\",0,0,t.drawingBufferWidth,t.drawingBufferHeight,0,0,e.WebGlConstants.UNSIGNED_BYTE.value);var i=t.getParameter(t.VIEWPORT),o=i[0],r=i[1],s=i[2],a=i[3];this.currentState.FrameBuffer=this.getSpectorData(n);var l=this.context.checkFramebufferStatus(e.WebGlConstants.FRAMEBUFFER.value);if(this.currentState.FrameBufferStatus=e.WebGlConstantsByValue[l].name,l===e.WebGlConstants.FRAMEBUFFER_COMPLETE.value)if(this.extensions[e.WebGlConstants.MAX_DRAW_BUFFERS_WEBGL.extensionName])for(var c=this.context.getParameter(e.WebGlConstants.MAX_DRAW_BUFFERS_WEBGL.value),u=0;u1)for(c=this.context.getParameter(e.WebGlConstants.MAX_DRAW_BUFFERS.value),u=0;u1?this.context.getFramebufferAttachmentParameter(l,i.value,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE.value):e.WebGlConstants.UNSIGNED_BYTE.value;c===e.WebGlConstants.RENDERBUFFER.value?this.readFrameBufferAttachmentFromRenderBuffer(t,n,i,o,r,s,a,l,h,u):c===e.WebGlConstants.TEXTURE.value&&this.readFrameBufferAttachmentFromTexture(t,n,i,o,r,s,a,l,h,u)}}},r.prototype.readFrameBufferAttachmentFromRenderBuffer=function(t,n,i,o,r,s,a,l,c,u){var h=0,d=0;if(u.__SPECTOR_Object_CustomData){var m=u.__SPECTOR_Object_CustomData;if(s=m.width,a=m.height,h=m.samples,d=m.internalFormat,!h&&!e.ReadPixelsHelper.isSupportedCombination(c,e.WebGlConstants.RGBA.value,d))return}if(h){var p=t,f=t.createRenderbuffer(),g=t.getParameter(t.RENDERBUFFER_BINDING);t.bindRenderbuffer(t.RENDERBUFFER,f),t.renderbufferStorage(t.RENDERBUFFER,d,s,a),t.bindRenderbuffer(t.RENDERBUFFER,g),t.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,this.captureFrameBuffer),t.framebufferRenderbuffer(e.WebGlConstants.FRAMEBUFFER.value,e.WebGlConstants.COLOR_ATTACHMENT0.value,e.WebGlConstants.RENDERBUFFER.value,f);var C=p.getParameter(p.READ_FRAMEBUFFER_BINDING),E=p.getParameter(p.DRAW_FRAMEBUFFER_BINDING);p.bindFramebuffer(p.READ_FRAMEBUFFER,n),p.bindFramebuffer(p.DRAW_FRAMEBUFFER,this.captureFrameBuffer),p.blitFramebuffer(0,0,s,a,0,0,s,a,t.COLOR_BUFFER_BIT,t.NEAREST),p.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,this.captureFrameBuffer),p.bindFramebuffer(p.READ_FRAMEBUFFER,C),p.bindFramebuffer(p.DRAW_FRAMEBUFFER,E),this.context.checkFramebufferStatus(e.WebGlConstants.FRAMEBUFFER.value)===e.WebGlConstants.FRAMEBUFFER_COMPLETE.value&&this.getCapture(t,i.name,o,r,s,a,0,0,e.WebGlConstants.UNSIGNED_BYTE.value),t.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,n),t.deleteRenderbuffer(f)}else{t.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,this.captureFrameBuffer),t.framebufferRenderbuffer(e.WebGlConstants.FRAMEBUFFER.value,e.WebGlConstants.COLOR_ATTACHMENT0.value,e.WebGlConstants.RENDERBUFFER.value,u),this.context.checkFramebufferStatus(e.WebGlConstants.FRAMEBUFFER.value)===e.WebGlConstants.FRAMEBUFFER_COMPLETE.value&&this.getCapture(t,i.name,o,r,s,a,0,0,c),t.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,n)}},r.prototype.readFrameBufferAttachmentFromTexture=function(t,n,i,o,r,s,a,l,c,u){var h=0;this.contextVersion>1&&(h=this.context.getFramebufferAttachmentParameter(l,i.value,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER.value));var d=this.context.getFramebufferAttachmentParameter(l,i.value,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL.value),m=this.context.getFramebufferAttachmentParameter(l,i.value,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE.value),p=(m>0?e.WebGlConstantsByValue[m].name:e.WebGlConstants.TEXTURE_2D.name,c);if(u.__SPECTOR_Object_CustomData){var f=u.__SPECTOR_Object_CustomData;if(s=f.width,a=f.height,p=f.type,!e.ReadPixelsHelper.isSupportedCombination(f.type,f.format,f.internalFormat))return}t.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,this.captureFrameBuffer),0===h?t.framebufferTexture2D(e.WebGlConstants.FRAMEBUFFER.value,e.WebGlConstants.COLOR_ATTACHMENT0.value,m||e.WebGlConstants.TEXTURE_2D.value,u,d):t.framebufferTextureLayer(e.WebGlConstants.FRAMEBUFFER.value,e.WebGlConstants.COLOR_ATTACHMENT0.value,u,d,h),this.context.checkFramebufferStatus(e.WebGlConstants.FRAMEBUFFER.value)===e.WebGlConstants.FRAMEBUFFER_COMPLETE.value&&this.getCapture(t,i.name,o,r,s,a,m,h,p),t.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,n)},r.prototype.getCapture=function(t,n,i,o,r,a,l,c,u){var h={attachmentName:n,src:null,textureCubeMapFace:l?e.WebGlConstantsByValue[l].name:null,textureLayer:c};if(!this.quickCapture)try{var d=e.ReadPixelsHelper.readPixels(t,i,o,r,a,u);if(d){this.workingCanvas.width=r,this.workingCanvas.height=a;var m=this.workingContext2D.createImageData(Math.ceil(r),Math.ceil(a));m.data.set(d),this.workingContext2D.putImageData(m,0,0);var p=r/a;p<1?(this.captureCanvas.width=s.captureBaseSize*p,this.captureCanvas.height=s.captureBaseSize):p>1?(this.captureCanvas.width=s.captureBaseSize,this.captureCanvas.height=s.captureBaseSize/p):(this.captureCanvas.width=s.captureBaseSize,this.captureCanvas.height=s.captureBaseSize),this.captureCanvas.width=Math.max(this.captureCanvas.width,1),this.captureCanvas.height=Math.max(this.captureCanvas.height,1),this.captureContext2D.globalCompositeOperation=\"copy\",this.captureContext2D.scale(1,-1),this.captureContext2D.translate(0,-this.captureCanvas.height),this.captureContext2D.drawImage(this.workingCanvas,0,0,r,a,0,0,this.captureCanvas.width,this.captureCanvas.height),this.captureContext2D.setTransform(1,0,0,1,0,0),this.captureContext2D.globalCompositeOperation=\"source-over\",h.src=this.captureCanvas.toDataURL()}}catch(e){this.logger.warn(\"Spector can not capture the visual state: \"+e)}this.currentState.Attachments.push(h)},r.prototype.analyse=function(e){},r.captureBaseSize=256,r=s=o([e.Decorators.state(\"VisualState\")],r);var s}(t.BaseState);t.VisualState=n}(e.States||(e.States={}))}(r||(r={})),function(e){!function(t){var n,r=function(r){function s(e,n){var i=r.call(this,e,n)||this;return i.drawCallTextureInputState=new t.DrawCallTextureInputState(e,n),i.drawCallUboInputState=new t.DrawCallUboInputState(e,n),i}return i(s,r),a=s,Object.defineProperty(s.prototype,\"requireStartAndStopStates\",{get:function(){return!1},enumerable:!0,configurable:!0}),s.prototype.getConsumeCommands=function(){return t.drawCommands},s.prototype.getChangeCommandsByState=function(){return{}},s.prototype.readFromContext=function(){var t=this.context.getParameter(e.WebGlConstants.CURRENT_PROGRAM.value);if(t){this.currentState.frameBuffer=this.readFrameBufferFromContext(),this.currentState.programStatus={program:this.getSpectorData(t),DELETE_STATUS:this.context.getProgramParameter(t,e.WebGlConstants.DELETE_STATUS.value),LINK_STATUS:this.context.getProgramParameter(t,e.WebGlConstants.LINK_STATUS.value),VALIDATE_STATUS:this.context.getProgramParameter(t,e.WebGlConstants.VALIDATE_STATUS.value),RECOMPILABLE:e.ProgramRecompilerHelper.isBuildableProgram(t)},this.currentState.programStatus.RECOMPILABLE&&e.WebGlObjects.Program.saveInGlobalStore(t);var n=this.context.getAttachedShaders(t);this.currentState.shaders=[];for(var i=0,o=n;i1){this.readUniformsFromContextIntoState(t,d,this.currentState.uniforms);var p=this.context.getProgramParameter(t,e.WebGlConstants.ACTIVE_UNIFORM_BLOCKS.value);this.currentState.uniformBlocks=[];for(c=0;c1){var r=this.context;n.colorAttachments=[];for(i=r.getParameter(e.WebGlConstants.MAX_DRAW_BUFFERS.value),o=0;o1&&(o.alphaSize=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE.value),o.blueSize=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE.value),o.encoding=this.getWebGlConstant(this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING.value)),o.componentType=this.getWebGlConstant(this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE.value)),o.depthSize=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE.value),o.greenSize=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE.value),o.redSize=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_RED_SIZE.value),o.stencilSize=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE.value),i===e.WebGlConstants.TEXTURE.value&&(o.textureLayer=this.context.getFramebufferAttachmentParameter(n,t,e.WebGlConstants.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER.value))),o}},s.prototype.readShaderFromContext=function(t){var n=this.context.getShaderSource(t),i=this.getSpectorData(t),o=t&&t.__SPECTOR_Metadata&&t.__SPECTOR_Metadata.name?t.__SPECTOR_Metadata.name:this.readNameFromShaderSource(n);return o||(o=this.context.getShaderParameter(t,e.WebGlConstants.SHADER_TYPE.value)===e.WebGlConstants.FRAGMENT_SHADER.value?\"Fragment\":\"Vertex\"),{shader:i,COMPILE_STATUS:this.context.getShaderParameter(t,e.WebGlConstants.COMPILE_STATUS.value),DELETE_STATUS:this.context.getShaderParameter(t,e.WebGlConstants.DELETE_STATUS.value),SHADER_TYPE:this.getWebGlConstant(this.context.getShaderParameter(t,e.WebGlConstants.SHADER_TYPE.value)),source:n,name:o}},s.prototype.readAttributeFromContext=function(t,n){var i=this.context.getActiveAttrib(t,n),o=this.context.getAttribLocation(t,i.name);if(-1===o)return{name:i.name,size:i.size,type:this.getWebGlConstant(i.type),location:-1};var r=this.context.getVertexAttrib(o,e.WebGlConstants.CURRENT_VERTEX_ATTRIB.value),s=this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING.value),a={name:i.name,size:i.size,type:this.getWebGlConstant(i.type),location:o,offsetPointer:this.context.getVertexAttribOffset(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_POINTER.value),bufferBinding:this.getSpectorData(s),enabled:this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_ENABLED.value),arraySize:this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_SIZE.value),stride:this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_STRIDE.value),arrayType:this.getWebGlConstant(this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_TYPE.value)),normalized:this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_NORMALIZED.value),vertexAttrib:Array.prototype.slice.call(r)};return this.extensions[e.WebGlConstants.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE.extensionName]?a.divisor=this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE.value):this.contextVersion>1&&(a.integer=this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_INTEGER.value),a.divisor=this.context.getVertexAttrib(o,e.WebGlConstants.VERTEX_ATTRIB_ARRAY_DIVISOR.value)),this.appendBufferCustomData(a,s),a},s.prototype.readUniformFromContext=function(e,t){var n=this.context.getActiveUniform(e,t),i=this.context.getUniformLocation(e,n.name);if(i){if(n.size>1&&n.name&&n.name.indexOf(\"[0]\")===n.name.length-3){for(var o=[],r=0;r1){o.baseLevel=this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_BASE_LEVEL.value),o.immutable=this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_IMMUTABLE_FORMAT.value),o.immutableLevels=this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value),o.maxLevel=this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value);var r=this.context.getParameter(e.WebGlConstants.SAMPLER_BINDING.value);if(r){o.sampler=this.getSpectorData(r);var s=this.context;o.samplerMaxLod=s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value),o.samplerMinLod=s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value),o.samplerCompareFunc=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_COMPARE_FUNC.value)),o.samplerCompareMode=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_COMPARE_MODE.value)),o.samplerWrapS=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_WRAP_S.value)),o.samplerWrapT=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_WRAP_T.value)),o.samplerWrapR=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value)),o.samplerMagFilter=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_MAG_FILTER.value)),o.samplerMinFilter=this.getWebGlConstant(s.getSamplerParameter(r,e.WebGlConstants.TEXTURE_MIN_FILTER.value))}else o.maxLod=this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value),o.minLod=this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value),o.compareFunc=this.getWebGlConstant(this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_COMPARE_FUNC.value)),o.compareMode=this.getWebGlConstant(this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_COMPARE_MODE.value)),o.wrapR=this.getWebGlConstant(this.context.getTexParameter(n.value,e.WebGlConstants.TEXTURE_IMMUTABLE_LEVELS.value))}var a=this.getTextureStorage(n);if(a){var l=this.quickCapture?null:n;this.drawCallTextureInputState.appendTextureState(o,a,l)}return this.context.activeTexture(i),o},s.prototype.getTextureStorage=function(t){return t===e.WebGlConstants.TEXTURE_2D?this.context.getParameter(e.WebGlConstants.TEXTURE_BINDING_2D.value):t===e.WebGlConstants.TEXTURE_CUBE_MAP?this.context.getParameter(e.WebGlConstants.TEXTURE_BINDING_CUBE_MAP.value):t===e.WebGlConstants.TEXTURE_3D?this.context.getParameter(e.WebGlConstants.TEXTURE_BINDING_3D.value):t===e.WebGlConstants.TEXTURE_2D_ARRAY?this.context.getParameter(e.WebGlConstants.TEXTURE_BINDING_2D_ARRAY.value):void 0},s.prototype.readUniformsFromContextIntoState=function(t,n,i){for(var o=this.context,r=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_TYPE.value),s=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_SIZE.value),a=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_BLOCK_INDEX.value),l=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_OFFSET.value),c=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_ARRAY_STRIDE.value),u=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_MATRIX_STRIDE.value),h=o.getActiveUniforms(t,n,e.WebGlConstants.UNIFORM_IS_ROW_MAJOR.value),d=0;d-1&&(m.blockName=o.getActiveUniformBlockName(t,m.blockIndice)),m.offset=l[d],m.arrayStride=c[d],m.matrixStride=u[d],m.rowMajor=h[d],m.blockIndice>-1&&(m.value=this.drawCallUboInputState.getUboValue(a[d],m.offset,m.size,r[d]))}},s.prototype.readTransformFeedbackFromContext=function(t,n){var i=this.context,o=i.getTransformFeedbackVarying(t,n),r=i.getIndexedParameter(e.WebGlConstants.TRANSFORM_FEEDBACK_BUFFER_BINDING.value,n),s={name:o.name,size:o.size,type:this.getWebGlConstant(o.type),buffer:this.getSpectorData(r),bufferSize:i.getIndexedParameter(e.WebGlConstants.TRANSFORM_FEEDBACK_BUFFER_SIZE.value,n),bufferStart:i.getIndexedParameter(e.WebGlConstants.TRANSFORM_FEEDBACK_BUFFER_START.value,n)};return this.appendBufferCustomData(s,r),s},s.prototype.readUniformBlockFromContext=function(t,n){var i=this.context,o=i.getActiveUniformBlockParameter(t,n,e.WebGlConstants.UNIFORM_BLOCK_BINDING.value),r=i.getIndexedParameter(e.WebGlConstants.UNIFORM_BUFFER_BINDING.value,o),s={name:i.getActiveUniformBlockName(t,n),bindingPoint:o,size:i.getActiveUniformBlockParameter(t,n,e.WebGlConstants.UNIFORM_BLOCK_DATA_SIZE.value),activeUniformCount:i.getActiveUniformBlockParameter(t,n,e.WebGlConstants.UNIFORM_BLOCK_ACTIVE_UNIFORMS.value),vertex:i.getActiveUniformBlockParameter(t,n,e.WebGlConstants.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER.value),fragment:i.getActiveUniformBlockParameter(t,n,e.WebGlConstants.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER.value),buffer:this.getSpectorData(r)};return this.appendBufferCustomData(s,r),s},s.prototype.appendBufferCustomData=function(e,t){if(t){var n=t.__SPECTOR_Object_CustomData;n&&(n.usage&&(e.bufferUsage=this.getWebGlConstant(n.usage)),e.bufferLength=n.length,n.offset&&(e.bufferOffset=n.offset),n.sourceLength&&(e.bufferSourceLength=n.sourceLength))}},s.prototype.getWebGlConstant=function(t){var n=e.WebGlConstantsByValue[t];return n?n.name:t},s.prototype.readNameFromShaderSource=function(e){try{var t=\"\",n=void 0,i=/#define[\\s]+SHADER_NAME[\\s]+([\\S]+)(\\n|$)/gi;if(null!==(n=i.exec(e))&&(n.index===i.lastIndex&&i.lastIndex++,t=n[1]),\"\"===t){var o=/#define[\\s]+SHADER_NAME_B64[\\s]+([\\S]+)(\\n|$)/gi;null!==(n=o.exec(e))&&(n.index===o.lastIndex&&o.lastIndex++,t=n[1]),t&&(t=decodeURIComponent(atob(t)))}return t}catch(e){return null}},s.samplerTypes=((n={})[e.WebGlConstants.SAMPLER_2D.value]=e.WebGlConstants.TEXTURE_2D,n[e.WebGlConstants.SAMPLER_CUBE.value]=e.WebGlConstants.TEXTURE_CUBE_MAP,n[e.WebGlConstants.SAMPLER_3D.value]=e.WebGlConstants.TEXTURE_3D,n[e.WebGlConstants.SAMPLER_2D_SHADOW.value]=e.WebGlConstants.TEXTURE_2D,n[e.WebGlConstants.SAMPLER_2D_ARRAY.value]=e.WebGlConstants.TEXTURE_2D_ARRAY,n[e.WebGlConstants.SAMPLER_2D_ARRAY_SHADOW.value]=e.WebGlConstants.TEXTURE_2D_ARRAY,n[e.WebGlConstants.SAMPLER_CUBE_SHADOW.value]=e.WebGlConstants.TEXTURE_CUBE_MAP,n[e.WebGlConstants.INT_SAMPLER_2D.value]=e.WebGlConstants.TEXTURE_2D,n[e.WebGlConstants.INT_SAMPLER_3D.value]=e.WebGlConstants.TEXTURE_3D,n[e.WebGlConstants.INT_SAMPLER_CUBE.value]=e.WebGlConstants.TEXTURE_CUBE_MAP,n[e.WebGlConstants.INT_SAMPLER_2D_ARRAY.value]=e.WebGlConstants.TEXTURE_2D_ARRAY,n[e.WebGlConstants.UNSIGNED_INT_SAMPLER_2D.value]=e.WebGlConstants.TEXTURE_2D,n[e.WebGlConstants.UNSIGNED_INT_SAMPLER_3D.value]=e.WebGlConstants.TEXTURE_3D,n[e.WebGlConstants.UNSIGNED_INT_SAMPLER_CUBE.value]=e.WebGlConstants.TEXTURE_CUBE_MAP,n[e.WebGlConstants.UNSIGNED_INT_SAMPLER_2D_ARRAY.value]=e.WebGlConstants.TEXTURE_2D_ARRAY,n),s=a=o([e.Decorators.state(\"DrawCall\")],s);var a}(t.BaseState);t.DrawCallState=r}(e.States||(e.States={}))}(r||(r={})),function(e){!function(t){var n=function(){function n(e,t){this.logger=t,this.context=e.context,this.captureFrameBuffer=e.context.createFramebuffer(),this.workingCanvas=document.createElement(\"canvas\"),this.workingContext2D=this.workingCanvas.getContext(\"2d\"),this.captureCanvas=document.createElement(\"canvas\"),this.captureContext2D=this.captureCanvas.getContext(\"2d\"),this.captureContext2D.imageSmoothingEnabled=!0,this.captureContext2D.mozImageSmoothingEnabled=!0,this.captureContext2D.oImageSmoothingEnabled=!0,this.captureContext2D.webkitImageSmoothingEnabled=!0,this.captureContext2D.msImageSmoothingEnabled=!0}return n.prototype.appendTextureState=function(e,t,n){if(void 0===n&&(n=null),t){var i=t.__SPECTOR_Object_CustomData;i&&(i.type&&(e.textureType=this.getWebGlConstant(i.type)),i.format&&(e.format=this.getWebGlConstant(i.format)),i.internalFormat&&(e.internalFormat=this.getWebGlConstant(i.internalFormat)),e.width=i.width,e.height=i.height,i.depth&&(e.depth=i.depth),n&&(e.visual=this.getTextureVisualState(n,t,i)))}},n.prototype.getTextureVisualState=function(t,i,o){try{var r=this.context,s={};if(!e.ReadPixelsHelper.isSupportedCombination(o.type,o.format,o.internalFormat))return s;var a=this.context.getParameter(e.WebGlConstants.FRAMEBUFFER_BINDING.value);r.bindFramebuffer(e.WebGlConstants.FRAMEBUFFER.value,this.captureFrameBuffer);try{var l=o.width,c=o.height;if(t===e.WebGlConstants.TEXTURE_3D&&o.depth)for(var u=r,h=0;h2&&h2&&h1?(this.captureCanvas.width=t.VisualState.captureBaseSize,this.captureCanvas.height=t.VisualState.captureBaseSize/u):(this.captureCanvas.width=t.VisualState.captureBaseSize,this.captureCanvas.height=t.VisualState.captureBaseSize),this.captureCanvas.width=Math.max(this.captureCanvas.width,1),this.captureCanvas.height=Math.max(this.captureCanvas.height,1),this.captureContext2D.globalCompositeOperation=\"copy\",this.captureContext2D.scale(1,-1),this.captureContext2D.translate(0,-this.captureCanvas.height),this.captureContext2D.drawImage(this.workingCanvas,0,0,r,s,0,0,this.captureCanvas.width,this.captureCanvas.height),this.captureContext2D.setTransform(1,0,0,1,0,0),this.captureContext2D.globalCompositeOperation=\"source-over\",this.captureCanvas.toDataURL()}catch(e){}},n.prototype.getWebGlConstant=function(t){var n=e.WebGlConstantsByValue[t];return n?n.name:t+\"\"},n.captureBaseSize=64,n.cubeMapFaces=[e.WebGlConstants.TEXTURE_CUBE_MAP_POSITIVE_X,e.WebGlConstants.TEXTURE_CUBE_MAP_POSITIVE_Y,e.WebGlConstants.TEXTURE_CUBE_MAP_POSITIVE_Z,e.WebGlConstants.TEXTURE_CUBE_MAP_NEGATIVE_X,e.WebGlConstants.TEXTURE_CUBE_MAP_NEGATIVE_Y,e.WebGlConstants.TEXTURE_CUBE_MAP_NEGATIVE_Z],n}();t.DrawCallTextureInputState=n}(e.States||(e.States={}))}(r||(r={})),function(e){!function(t){var n,i=function(){function t(e,t){this.logger=t,this.context=e.context}return t.prototype.getUboValue=function(n,i,o,r){var s=t.uboTypes[r];if(s){var a=new s.arrayBufferView(o*s.lengthMultiplier),l=this.context,c=l.getIndexedParameter(e.WebGlConstants.UNIFORM_BUFFER_BINDING.value,n);if(c){var u=l.getParameter(e.WebGlConstants.UNIFORM_BUFFER_BINDING.value);try{l.bindBuffer(e.WebGlConstants.UNIFORM_BUFFER.value,c),l.getBufferSubData(e.WebGlConstants.UNIFORM_BUFFER.value,i,a)}catch(e){return}u&&l.bindBuffer(e.WebGlConstants.UNIFORM_BUFFER.value,u)}return 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t=\"__SPECTOR_Object_TAG\";function n(e){return e?e.typeName+\" - ID: \"+e.id:\"No tag available.\"}e.getWebGlObjectTag=function(e){return e[t]},e.attachWebGlObjectTag=function(e,i){i.displayText=n(i),e[t]=i},e.stringifyWebGlObjectTag=n}(e.WebGlObjects||(e.WebGlObjects={}))}(r||(r={})),function(e){!function(e){var t=function(){function t(e,t){this.options=e,this.typeName=e.typeName,this.type=e.type,this.id=0}return t.prototype.tagWebGlObject=function(t){if(this.type){var n;if(!t)return n;if(n=e.getWebGlObjectTag(t))return n;if(t instanceof this.type){var i=this.getNextId();return n={typeName:this.typeName,id:i},e.attachWebGlObjectTag(t,n),n}return n}},t.prototype.getNextId=function(){return this.id++},t}();e.BaseWebGlObject=t}(e.WebGlObjects||(e.WebGlObjects={}))}(r||(r={})),function(e){!function(t){var n=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return i(n,t),n=o([e.Decorators.webGlObject(\"WebGLBuffer\")],n)}(t.BaseWebGlObject);t.Buffer=n;var 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n.prototype.getSelectedCanvasInformation=function(){return this.mvx.getGenericState(this.canvasListStateId).currentCanvasInformation},n.prototype.trackPageCanvases=function(){if(this.isTrackingCanvas=!0,document.body){var e=document.body.querySelectorAll(\"canvas\");this.updateCanvasesList(e)}},n.prototype.updateCanvasesList=function(e){this.updateCanvasesListInformationInternal(e,function(e){return{id:e.id,width:e.width,height:e.height,ref:e}})},n.prototype.updateCanvasesListInformation=function(e){this.updateCanvasesListInformationInternal(e,function(e){return{id:e.id,width:e.width,height:e.height,ref:e.ref}})},n.prototype.display=function(){this.updateMenuStateVisibility(!0)},n.prototype.hide=function(){this.updateMenuStateVisibility(!1)},n.prototype.captureComplete=function(t){t?this.updateMenuStateLog(e.LogLevel.error,t):this.updateMenuStateLog(e.LogLevel.info,n.ActionsHelpText)},n.prototype.setFPS=function(e){this.mvx.updateState(this.fpsStateId,e)},n.prototype.updateCanvasesListInformationInternal=function(t,i){this.mvx.removeChildrenStates(this.canvasListStateId);for(var o=[],r=0;r\\n
                          \\n Drag files here to open a previously saved capture.\\n
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                            \\n '],['\\n
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                            \\n Drag files here to open a previously saved capture.\\n
                            \\n
                              \\n
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                                \\n '],['\\n
                                \\n
                                  \\n
                                  ']));return this.renderElementFromTemplate(n,e,t)},t}(e.BaseComponent);e.VisualStateListComponent=t}(e.EmbeddedFrontend||(e.EmbeddedFrontend={}))}(r||(r={})),function(e){!function(e){var t=function(t){function n(e,n){var i=t.call(this,e,n)||this;return i.onVisualStateSelected=i.createEvent(\"onVisualStateSelected\"),i}return i(n,t),n.prototype.render=function(t,n){var i=document.createElement(\"li\");if(t.active&&(i.className=\"active\",setTimeout(function(){e.ScrollIntoViewHelper.scrollIntoView(i)},1)),t.VisualState.Attachments)for(var o=0,r=t.VisualState.Attachments;o1){var l=document.createElement(\"span\");l.innerText=s.attachmentName,i.appendChild(l)}if(s.textureLayer){var c=document.createElement(\"span\");c.innerText=\"Layer: \"+s.textureLayer,i.appendChild(c)}if(s.textureCubeMapFace){var u=document.createElement(\"span\");u.innerText=s.textureCubeMapFace,i.appendChild(u)}}}else{var h=document.createElement(\"span\");h.innerText=t.VisualState.FrameBufferStatus,i.appendChild(h)}var d=document.createElement(\"span\");return d.innerText=t.VisualState.FrameBuffer?\"Frame buffer: \"+t.VisualState.FrameBuffer.__SPECTOR_Object_TAG.id:\"Canvas frame buffer\",i.appendChild(d),this.mapEventListener(i,\"click\",\"onVisualStateSelected\",t,n),i},n}(e.BaseComponent);e.VisualStateListItemComponent=t}(e.EmbeddedFrontend||(e.EmbeddedFrontend={}))}(r||(r={})),function(e){!function(e){var t=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return i(t,e),t.prototype.render=function(e,t){var n=this.htmlTemplate(s(['\\n
                                  \\n
                                    \\n
                                    '],['\\n
                                    \\n
                                      \\n
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                                      \\n
                                      '],['\\n
                                      \\n
                                      ']));return this.renderElementFromTemplate(n,e,t)},t}(e.BaseComponent);e.CommandDetailComponent=t}(e.EmbeddedFrontend||(e.EmbeddedFrontend={}))}(r||(r={})),function(e){!function(e){var t=function(){function e(){}return e.getMDNLink=function(t){var n=e.WebGL2Functions[t];if(n)return e.WebGL2RootUrl+n;var i=e.WebGLFunctions[t];return i?e.WebGLRootUrl+i:e.WebGLRootUrl+t},e.WebGL2RootUrl=\"https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/\",e.WebGLRootUrl=\"https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/\",e.WebGL2Functions={beginQuery:\"beginQuery\",beginTransformFeedback:\"beginTransformFeedback\",bindBufferBase:\"bindBufferBase\",bindBufferRange:\"bindBufferRange\",bindSampler:\"bindSampler\",bindTransformFeedback:\"bindTransformFeedback\",bindVertexArray:\"bindVertexArray\",blitFramebuffer:\"blitFramebuffer\",clearBufferfv:\"clearBuffer\",clearBufferiv:\"clearBuffer\",clearBufferuiv:\"clearBuffer\",clearBufferfi:\"clearBuffer\",clientWaitSync:\"clientWaitSync\",compressedTexImage3D:\"compressedTexImage3D\",compressedTexSubImage3D:\"compressedTexSubImage3D\",copyBufferSubData:\"copyBufferSubData\",copyTexSubImage3D:\"copyTexSubImage3D\",createQuery:\"createQuery\",createSampler:\"createSampler\",createTransformFeedback:\"createTransformFeedback\",createVertexArray:\"createVertexArray\",deleteQuery:\"deleteQuery\",deleteSampler:\"deleteSampler\",deleteSync:\"deleteSync\",deleteTransformFeedback:\"deleteTransformFeedback\",deleteVertexArray:\"deleteVertexArray\",drawArraysInstanced:\"drawArraysInstanced\",drawBuffers:\"drawBuffers\",drawElementsInstanced:\"drawElementsInstanced\",drawRangeElements:\"drawRangeElements\",endQuery:\"endQuery\",endTransformFeedback:\"endTransformFeedback\",fenceSync:\"fenceSync\",framebufferTextureLayer:\"framebufferTextureLayer\",getActiveUniformBlockName:\"getActiveUniformBlockName\",getActiveUniformBlockParameter:\"getActiveUniformBlockParameter\",getActiveUniforms:\"getActiveUniforms\",getBufferSubData:\"getBufferSubData\",getFragDataLocation:\"getFragDataLocation\",getIndexedParameter:\"getIndexedParameter\",getInternalformatParameter:\"getInternalformatParameter\",getQuery:\"getQuery\",getQueryParameter:\"getQueryParameter\",getSamplerParameter:\"getSamplerParameter\",getSyncParameter:\"getSyncParameter\",getTransformFeedbackVarying:\"getTransformFeedbackVarying\",getUniformBlockIndex:\"getUniformBlockIndex\",getUniformIndices:\"getUniformIndices\",invalidateFramebuffer:\"invalidateFramebuffer\",invalidateSubFramebuffer:\"invalidateSubFramebuffer\",isQuery:\"isQuery\",isSampler:\"isSampler\",isSync:\"isSync\",isTransformFeedback:\"isTransformFeedback\",isVertexArray:\"isVertexArray\",pauseTransformFeedback:\"pauseTransformFeedback\",readBuffer:\"readBuffer\",renderbufferStorageMultisample:\"renderbufferStorageMultisample\",resumeTransformFeedback:\"resumeTransformFeedback\",samplerParameteri:\"samplerParameter\",samplerParameterf:\"samplerParameter\",texImage3D:\"texImage3D\",texStorage2D:\"texStorage2D\",texStorage3D:\"texStorage3D\",texSubImage3D:\"texSubImage3D\",transformFeedbackVaryings:\"transformFeedbackVaryings\",uniform1ui:\"uniform\",uniform2ui:\"uniform\",uniform3ui:\"uniform\",uniform4ui:\"uniform\",uniform1fv:\"uniform\",uniform2fv:\"uniform\",uniform3fv:\"uniform\",uniform4fv:\"uniform\",uniform1iv:\"uniform\",uniform2iv:\"uniform\",uniform3iv:\"uniform\",uniform4iv:\"uniform\",uniform1uiv:\"uniform\",uniform2uiv:\"uniform\",uniform3uiv:\"uniform\",uniform4uiv:\"uniform\",uniformBlockBinding:\"uniformBlockBinding\",uniformMatrix2fv:\"uniformMatrix\",uniformMatrix3x2fv:\"uniformMatrix\",uniformMatrix4x2fv:\"uniformMatrix\",uniformMatrix2x3fv:\"uniformMatrix\",uniformMatrix3fv:\"uniformMatrix\",uniformMatrix4x3fv:\"uniformMatrix\",uniformMatrix2x4fv:\"uniformMatrix\",uniformMatrix3x4fv:\"uniformMatrix\",uniformMatrix4fv:\"uniformMatrix\",vertexAttribDivisor:\"vertexAttribDivisor\",vertexAttribI4i:\"vertexAttribI\",vertexAttribI4ui:\"vertexAttribI\",vertexAttribI4iv:\"vertexAttribI\",vertexAttribI4uiv:\"vertexAttribI\",vertexAttribIPointer:\"vertexAttribIPointer\",waitSync:\"waitSync\"},e.WebGLFunctions={uniform1f:\"uniform\",uniform1fv:\"uniform\",uniform1i:\"uniform\",uniform1iv:\"uniform\",uniform2f:\"uniform\",uniform2fv:\"uniform\",uniform2i:\"uniform\",uniform2iv:\"uniform\",uniform3f:\"uniform\",uniform3i:\"uniform\",uniform3iv:\"uniform\",uniform4f:\"uniform\",uniform4fv:\"uniform\",uniform4i:\"uniform\",uniform4iv:\"uniform\",uniformMatrix2fv:\"uniformMatrix\",uniformMatrix3fv:\"uniformMatrix\",uniformMatrix4fv:\"uniformMatrix\",vertexAttrib1f:\"vertexAttrib\",vertexAttrib2f:\"vertexAttrib\",vertexAttrib3f:\"vertexAttrib\",vertexAttrib4f:\"vertexAttrib\",vertexAttrib1fv:\"vertexAttrib\",vertexAttrib2fv:\"vertexAttrib\",vertexAttrib3fv:\"vertexAttrib\",vertexAttrib4fv:\"vertexAttrib\"},e}();e.MDNCommandLinkHelper=t}(e.EmbeddedFrontend||(e.EmbeddedFrontend={}))}(r||(r={})),function(e){!function(e){var t=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return i(t,e),t.prototype.render=function(e,t){var n=this.htmlTemplate(s(['\\n
                                      \\n
                                      '],['\\n
                                      \\n
                                      ']));return this.renderElementFromTemplate(n,e,t)},t}(e.BaseComponent);e.JSONContentComponent=t}(e.EmbeddedFrontend||(e.EmbeddedFrontend={}))}(r||(r={})),function(e){!function(e){var t=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return i(t,e),t.prototype.render=function(e,t){var n=this.htmlTemplate(s(['\\n
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                                        • ',\"
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                                        • ',\"
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                                        • ',': Click to Open.
                                        • '],['\\n
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t=function(){function t(t){void 0===t&&(t={}),this.options=t,this.noFrameTimeout=-1,this.injection=t.injection||e.ProvidedInjection.DefaultInjection,this.captureNextFrames=0,this.captureNextCommands=0,this.quickCapture=!1,this.retry=0,this.contexts=[],this.logger=new this.injection.LoggerCtor,this.time=new this.injection.TimeCtor,this.timeSpy=new this.injection.TimeSpyCtor({eventConstructor:this.injection.EventCtor,timeConstructor:this.injection.TimeCtor},this.logger),this.onCaptureStarted=new this.injection.EventCtor,this.onCapture=new this.injection.EventCtor,this.onError=new this.injection.EventCtor,this.timeSpy.onFrameStart.add(this.onFrameStart,this),this.timeSpy.onFrameEnd.add(this.onFrameEnd,this),this.timeSpy.onError.add(this.onErrorInternal,this)}return t.getFirstAvailable3dContext=function(e){return this.tryGetContextFromHelperField(e)||this.tryGetContextFromCanvas(e,\"webgl\")||this.tryGetContextFromCanvas(e,\"experimental-webgl\")||this.tryGetContextFromCanvas(e,\"webgl2\")||this.tryGetContextFromCanvas(e,\"experimental-webgl2\")},t.tryGetContextFromHelperField=function(e){var t=e.getAttribute(\"__spector_context_type\");if(t)return this.tryGetContextFromCanvas(e,t)},t.tryGetContextFromCanvas=function(e,t){var n;try{n=e.getContext(t)}catch(e){}return n},t.prototype.displayUI=function(){var 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s=e.WebGlObjects.Program.getFromGlobalStore(t);this.rebuildProgram(s,n,i,o,r)},t.prototype.rebuildProgram=function(t,n,i,o,r){e.ProgramRecompilerHelper.rebuildProgram(t,n,i,o,r)},t.prototype.referenceNewProgram=function(t,n){e.WebGlObjects.Program.updateInGlobalStore(t,n)},t.prototype.pause=function(){this.timeSpy.changeSpeedRatio(0)},t.prototype.play=function(){this.timeSpy.changeSpeedRatio(1)},t.prototype.playNextFrame=function(){this.timeSpy.playNextFrame()},t.prototype.drawOnlyEveryXFrame=function(e){this.timeSpy.changeSpeedRatio(e)},t.prototype.getFps=function(){return this.timeSpy.getFps()},t.prototype.spyCanvases=function(){this.canvasSpy?this.onErrorInternal(\"Already spying canvas.\"):(this.canvasSpy=new this.injection.CanvasSpyCtor({eventConstructor:this.injection.EventCtor},this.logger),this.canvasSpy.onContextRequested.add(this.spyContext,this))},t.prototype.spyCanvas=function(e){this.canvasSpy?this.onErrorInternal(\"Already spying canvas.\"):(this.canvasSpy=new 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this.injection.ContextSpyCtor({context:e,version:1,recordAlways:!1,injection:this.injection},this.time,this.logger)).onMaxCommand.add(this.stopCapture,this),this.contexts.push({canvas:i.context.canvas,contextSpy:i})),i&&this.captureContextSpy(i,t,n)},t.prototype.captureContextSpy=function(e,t,n){var i=this;void 0===t&&(t=0),void 0===n&&(n=!1),this.quickCapture=n,this.capturingContext?this.onErrorInternal(\"Already capturing a context.\"):(this.retry=0,this.capturingContext=e,this.capturingContext.setMarker(this.marker),(t=Math.min(t,5e3))>0?this.captureCommands(t):this.captureFrames(1),this.noFrameTimeout=setTimeout(function(){t>0?i.stopCapture():i.capturingContext&&i.retry>1?i.onErrorInternal(\"No frames with gl commands detected. Try moving the camera.\"):i.onErrorInternal(\"No frames detected. Try moving the camera or implementing requestAnimationFrame.\")},1e4))},t.prototype.captureNextFrame=function(e,t){void 0===t&&(t=!1),e instanceof HTMLCanvasElement?this.captureCanvas(e,0,t):this.captureContext(e,0,t)},t.prototype.startCapture=function(e,t,n){void 0===n&&(n=!1),e instanceof HTMLCanvasElement?this.captureCanvas(e,t,n):this.captureContext(e,t,n)},t.prototype.stopCapture=function(){if(this.capturingContext){var e=this.capturingContext.stopCapture();if(e.commands.length>0)return this.noFrameTimeout>-1&&clearTimeout(this.noFrameTimeout),this.triggerCapture(e),this.capturingContext=void 0,this.captureNextFrames=0,this.captureNextCommands=0,e;0===this.captureNextCommands&&(this.retry++,this.captureFrames(1))}},t.prototype.setMarker=function(e){this.marker=e,this.capturingContext&&this.capturingContext.setMarker(e)},t.prototype.clearMarker=function(){this.marker=null,this.capturingContext&&this.capturingContext.clearMarker()},t.prototype.captureFrames=function(e){this.captureNextFrames=e,this.captureNextCommands=0,this.playNextFrame()},t.prototype.captureCommands=function(e){this.captureNextFrames=0,this.captureNextCommands=e,this.play(),this.capturingContext?(this.onCaptureStarted.trigger(void 0),this.capturingContext.startCapture(e,this.quickCapture)):(this.onErrorInternal(\"No context to capture from.\"),this.captureNextCommands=0)},t.prototype.spyContext=function(e){var t=this.getAvailableContextSpyByCanvas(e.context.canvas);t||((t=new this.injection.ContextSpyCtor({context:e.context,version:e.contextVersion,recordAlways:!0,injection:this.injection},this.time,this.logger)).onMaxCommand.add(this.stopCapture,this),this.contexts.push({canvas:t.context.canvas,contextSpy:t})),t.spy()},t.prototype.getAvailableContextSpyByCanvas=function(e){for(var t=0,n=this.contexts;t0||(this.captureNextFrames>0?(this.capturingContext&&(this.onCaptureStarted.trigger(void 0),this.capturingContext.startCapture(0,this.quickCapture)),this.captureNextFrames--):this.capturingContext=void 0)},t.prototype.onFrameEnd=function(){this.captureNextCommands>0||0===this.captureNextFrames&&this.stopCapture()},t.prototype.triggerCapture=function(e){this.captureMenu&&this.captureMenu.captureComplete(null),this.onCapture.trigger(e)},t.prototype.onErrorInternal=function(e){if(this.logger.error(e),this.noFrameTimeout>-1&&clearTimeout(this.noFrameTimeout),!this.capturingContext)throw e;this.capturingContext=void 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o=n.indexOf(t);if(-1==o)break;i=!1,n.splice(o,1)}return i&&n.push(t),e.className=n.join(\" \"),i},t.setCssClass=function(e,n,i){i?t.addCssClass(e,n):t.removeCssClass(e,n)},t.hasCssString=function(e,t){var n,i=0;if((t=t||document).createStyleSheet&&(n=t.styleSheets)){for(;i=0?parseFloat((o.match(/(?:MSIE |Trident\\/[0-9]+[\\.0-9]+;.*rv:)([0-9]+[\\.0-9]+)/)||[])[1]):parseFloat((o.match(/(?:Trident\\/[0-9]+[\\.0-9]+;.*rv:)([0-9]+[\\.0-9]+)/)||[])[1]),t.isOldIE=t.isIE&&t.isIE<9,t.isGecko=t.isMozilla=(window.Controllers||window.controllers)&&\"Gecko\"===window.navigator.product,t.isOldGecko=t.isGecko&&parseInt((o.match(/rv:(\\d+)/)||[])[1],10)<4,t.isOpera=window.opera&&\"[object Opera]\"==Object.prototype.toString.call(window.opera),t.isWebKit=parseFloat(o.split(\"WebKit/\")[1])||void 0,t.isChrome=parseFloat(o.split(\" Chrome/\")[1])||void 0,t.isAIR=o.indexOf(\"AdobeAIR\")>=0,t.isIPad=o.indexOf(\"iPad\")>=0,t.isChromeOS=o.indexOf(\" CrOS 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i=t.selection.getRange();t.insert(f.lastValue),t.session.markUndoGroup(),f.range=t.selection.getRange(),t.selection.setRange(i),t.selection.clearSelection()}}},D=function(e){if(t.onCompositionEnd&&!t.$readOnly){var i=f;f=!1;var r=setTimeout(function(){r=null;var e=n.value.replace(/\\x01/g,\"\");f||(e==i.lastValue?F():!i.lastValue&&e&&(F(),R(e)))});b=function(e){return r&&clearTimeout(r),(e=e.replace(/\\x01/g,\"\"))==i.lastValue?\"\":(i.lastValue&&r&&t.undo(),e)},t.onCompositionEnd(),t.removeListener(\"mousedown\",D),\"compositionend\"==e.type&&i.range&&t.selection.setRange(i.range),(o.isChrome&&o.isChrome>=53||o.isWebKit&&o.isWebKit>=603)&&T()}},L=s.delayedCall(x,50);function 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M=function(e){t.textInput.onContextMenu(e),I()};if(i.addListener(n,\"mouseup\",M),i.addListener(n,\"mousedown\",function(e){e.preventDefault(),I()}),i.addListener(t.renderer.scroller,\"contextmenu\",M),i.addListener(n,\"contextmenu\",M),o.isIOS){var N=null,O=!1;e.addEventListener(\"keydown\",function(e){N&&clearTimeout(N),O=!0}),e.addEventListener(\"keyup\",function(e){N=setTimeout(function(){O=!1},100)});var k=function(e){if(document.activeElement===n&&!O){if(m)return setTimeout(function(){m=!1},100);var i=n.selectionStart,o=n.selectionEnd;if(n.setSelectionRange(4,5),i==o)switch(i){case 0:t.onCommandKey(null,0,a.up);break;case 1:t.onCommandKey(null,0,a.home);break;case 2:t.onCommandKey(null,l.option,a.left);break;case 4:t.onCommandKey(null,0,a.left);break;case 5:t.onCommandKey(null,0,a.right);break;case 7:t.onCommandKey(null,l.option,a.right);break;case 8:t.onCommandKey(null,0,a.end);break;case 9:t.onCommandKey(null,0,a.down)}else{switch(o){case 6:t.onCommandKey(null,l.shift,a.right);break;case 7:t.onCommandKey(null,l.shift|l.option,a.right);break;case 8:t.onCommandKey(null,l.shift,a.end);break;case 9:t.onCommandKey(null,l.shift,a.down)}switch(i){case 0:t.onCommandKey(null,l.shift,a.up);break;case 1:t.onCommandKey(null,l.shift,a.home);break;case 2:t.onCommandKey(null,l.shift|l.option,a.left);break;case 3:t.onCommandKey(null,l.shift,a.left)}}}};document.addEventListener(\"selectionchange\",k),t.on(\"destroy\",function(){document.removeEventListener(\"selectionchange\",k)})}}}),ace.define(\"ace/keyboard/textinput\",[\"require\",\"exports\",\"module\",\"ace/lib/event\",\"ace/lib/useragent\",\"ace/lib/dom\",\"ace/lib/lang\",\"ace/keyboard/textinput_ios\"],function(e,t,n){\"use strict\";var i=e(\"../lib/event\"),o=e(\"../lib/useragent\"),r=e(\"../lib/dom\"),s=e(\"../lib/lang\"),a=o.isChrome<18,l=o.isIE,c=e(\"./textinput_ios\").TextInput;t.TextInput=function(e,t){if(o.isIOS)return c.call(this,e,t);var n=r.createElement(\"textarea\");n.className=\"ace_text-input\",n.setAttribute(\"wrap\",\"off\"),n.setAttribute(\"autocorrect\",\"off\"),n.setAttribute(\"autocapitalize\",\"off\"),n.setAttribute(\"spellcheck\",!1),n.style.opacity=\"0\",e.insertBefore(n,e.firstChild);var u=\"\\u2028\\u2028\",h=!1,d=!1,m=!1,p=\"\",f=!0;try{var g=document.activeElement===n}catch(e){}i.addListener(n,\"blur\",function(e){t.onBlur(e),g=!1}),i.addListener(n,\"focus\",function(e){g=!0,t.onFocus(e),A()}),this.focus=function(){if(p)return n.focus();var e=n.style.top;n.style.position=\"fixed\",n.style.top=\"0px\",n.focus(),setTimeout(function(){n.style.position=\"\",\"0px\"==n.style.top&&(n.style.top=e)},0)},this.blur=function(){n.blur()},this.isFocused=function(){return g};var C=s.delayedCall(function(){g&&A(f)}),E=s.delayedCall(function(){m||(n.value=u,g&&A())});function A(e){if(!m){if(m=!0,_)t=0,i=e?0:n.value.length-1;else var t=e?2:1,i=2;try{n.setSelectionRange(t,i)}catch(e){}m=!1}}function v(){m||(n.value=u,o.isWebKit&&E.schedule())}o.isWebKit||t.addEventListener(\"changeSelection\",function(){t.selection.isEmpty()!=f&&(f=!f,C.schedule())}),v(),g&&t.onFocus();var _=null;this.setInputHandler=function(e){_=e},this.getInputHandler=function(){return _};var F=!1,b=function(e){_&&(e=_(e),_=null),d?(A(),e&&t.onPaste(e),d=!1):e==u.charAt(0)?F?t.execCommand(\"del\",{source:\"ace\"}):t.execCommand(\"backspace\",{source:\"ace\"}):(e.substring(0,2)==u?e=e.substr(2):e.charAt(0)==u.charAt(0)?e=e.substr(1):e.charAt(e.length-1)==u.charAt(0)&&(e=e.slice(0,-1)),e.charAt(e.length-1)==u.charAt(0)&&(e=e.slice(0,-1)),e&&t.onTextInput(e)),F&&(F=!1)},S=function(e){if(!m){var t=n.value;b(t),v()}},R=function(e,t,n){var i=e.clipboardData||window.clipboardData;if(i&&!a){var o=l||n?\"Text\":\"text/plain\";try{return t?!1!==i.setData(o,t):i.getData(o)}catch(e){if(!n)return R(e,t,!0)}}},T=function(e,o){var r=t.getCopyText();if(!r)return i.preventDefault(e);R(e,r)?(o?t.onCut():t.onCopy(),i.preventDefault(e)):(h=!0,n.value=r,n.select(),setTimeout(function(){h=!1,v(),A(),o?t.onCut():t.onCopy()}))},y=function(e){T(e,!0)},w=function(e){T(e,!1)},B=function(e){var r=R(e);\"string\"==typeof r?(r&&t.onPaste(r,e),o.isIE&&setTimeout(A),i.preventDefault(e)):(n.value=\"\",d=!0)};i.addCommandKeyListener(n,t.onCommandKey.bind(t)),i.addListener(n,\"select\",function(e){h?h=!1:function(e){return 0===e.selectionStart&&e.selectionEnd===e.value.length}(n)?(t.selectAll(),A()):_&&A(t.selection.isEmpty())}),i.addListener(n,\"input\",S),i.addListener(n,\"cut\",y),i.addListener(n,\"copy\",w),i.addListener(n,\"paste\",B),\"oncut\"in n&&\"oncopy\"in n&&\"onpaste\"in n||i.addListener(e,\"keydown\",function(e){if((!o.isMac||e.metaKey)&&e.ctrlKey)switch(e.keyCode){case 67:w(e);break;case 86:B(e);break;case 88:y(e)}});var x,D=function(){if(m&&t.onCompositionUpdate&&!t.$readOnly){var e=n.value.replace(/\\u2028/g,\"\");if(m.lastValue!==e&&(t.onCompositionUpdate(e),m.lastValue&&t.undo(),m.canUndo&&(m.lastValue=e),m.lastValue)){var i=t.selection.getRange();t.insert(m.lastValue),t.session.markUndoGroup(),m.range=t.selection.getRange(),t.selection.setRange(i),t.selection.clearSelection()}}},L=function(e){if(t.onCompositionEnd&&!t.$readOnly){var i=m;m=!1;var r=setTimeout(function(){r=null;var e=n.value.replace(/\\u2028/g,\"\");m||(e==i.lastValue?v():!i.lastValue&&e&&(v(),b(e)))});_=function(e){return r&&clearTimeout(r),(e=e.replace(/\\u2028/g,\"\"))==i.lastValue?\"\":(i.lastValue&&r&&t.undo(),e)},t.onCompositionEnd(),t.removeListener(\"mousedown\",L),\"compositionend\"==e.type&&i.range&&t.selection.setRange(i.range),(o.isChrome&&o.isChrome>=53||o.isWebKit&&o.isWebKit>=603)&&S()}},I=s.delayedCall(D,50);function M(){clearTimeout(x),x=setTimeout(function(){p&&(n.style.cssText=p,p=\"\"),null==t.renderer.$keepTextAreaAtCursor&&(t.renderer.$keepTextAreaAtCursor=!0,t.renderer.$moveTextAreaToCursor())},0)}i.addListener(n,\"compositionstart\",function(e){m||!t.onCompositionStart||t.$readOnly||((m={}).canUndo=t.session.$undoManager,t.onCompositionStart(),setTimeout(D,0),t.on(\"mousedown\",L),m.canUndo&&!t.selection.isEmpty()&&(t.insert(\"\"),t.session.markUndoGroup(),t.selection.clearSelection()),t.session.markUndoGroup())}),o.isGecko?i.addListener(n,\"text\",function(){I.schedule()}):(i.addListener(n,\"keyup\",function(){I.schedule()}),i.addListener(n,\"keydown\",function(){I.schedule()})),i.addListener(n,\"compositionend\",L),this.getElement=function(){return n},this.setReadOnly=function(e){n.readOnly=e},this.onContextMenu=function(e){F=!0,A(t.selection.isEmpty()),t._emit(\"nativecontextmenu\",{target:t,domEvent:e}),this.moveToMouse(e,!0)},this.moveToMouse=function(e,s){p||(p=n.style.cssText),n.style.cssText=(s?\"z-index:100000;\":\"\")+\"height:\"+n.style.height+\";\"+(o.isIE?\"opacity:0.1;\":\"\");var a=t.container.getBoundingClientRect(),l=r.computedStyle(t.container),c=a.top+(parseInt(l.borderTopWidth)||0),u=a.left+(parseInt(a.borderLeftWidth)||0),h=a.bottom-c-n.clientHeight-2,d=function(e){n.style.left=e.clientX-u-2+\"px\",n.style.top=Math.min(e.clientY-c-2,h)+\"px\"};d(e),\"mousedown\"==e.type&&(t.renderer.$keepTextAreaAtCursor&&(t.renderer.$keepTextAreaAtCursor=null),clearTimeout(x),o.isWin&&i.capture(t.container,d,M))},this.onContextMenuClose=M;var N=function(e){t.textInput.onContextMenu(e),M()};i.addListener(n,\"mouseup\",N),i.addListener(n,\"mousedown\",function(e){e.preventDefault(),M()}),i.addListener(t.renderer.scroller,\"contextmenu\",N),i.addListener(n,\"contextmenu\",N)}}),ace.define(\"ace/mouse/default_handlers\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\",\"ace/lib/event\",\"ace/lib/useragent\"],function(e,t,n){\"use strict\";e(\"../lib/dom\"),e(\"../lib/event\");var i=e(\"../lib/useragent\");function o(e){e.$clickSelection=null;var t=e.editor;t.setDefaultHandler(\"mousedown\",this.onMouseDown.bind(e)),t.setDefaultHandler(\"dblclick\",this.onDoubleClick.bind(e)),t.setDefaultHandler(\"tripleclick\",this.onTripleClick.bind(e)),t.setDefaultHandler(\"quadclick\",this.onQuadClick.bind(e)),t.setDefaultHandler(\"mousewheel\",this.onMouseWheel.bind(e)),t.setDefaultHandler(\"touchmove\",this.onTouchMove.bind(e));[\"select\",\"startSelect\",\"selectEnd\",\"selectAllEnd\",\"selectByWordsEnd\",\"selectByLinesEnd\",\"dragWait\",\"dragWaitEnd\",\"focusWait\"].forEach(function(t){e[t]=this[t]},this),e.selectByLines=this.extendSelectionBy.bind(e,\"getLineRange\"),e.selectByWords=this.extendSelectionBy.bind(e,\"getWordRange\")}function r(e,t){if(e.start.row==e.end.row)var n=2*t.column-e.start.column-e.end.column;else if(e.start.row!=e.end.row-1||e.start.column||e.end.column)n=2*t.row-e.start.row-e.end.row;else var n=t.column-4;return n<0?{cursor:e.start,anchor:e.end}:{cursor:e.end,anchor:e.start}}(function(){this.onMouseDown=function(e){var t=e.inSelection(),n=e.getDocumentPosition();this.mousedownEvent=e;var o=this.editor,r=e.getButton();if(0!==r){var s=o.getSelectionRange().isEmpty();return o.$blockScrolling++,(s||1==r)&&o.selection.moveToPosition(n),o.$blockScrolling--,void(2==r&&(o.textInput.onContextMenu(e.domEvent),i.isMozilla||e.preventDefault()))}return this.mousedownEvent.time=Date.now(),!t||o.isFocused()||(o.focus(),!this.$focusTimout||this.$clickSelection||o.inMultiSelectMode)?(this.captureMouse(e),this.startSelect(n,e.domEvent._clicks>1),e.preventDefault()):(this.setState(\"focusWait\"),void this.captureMouse(e))},this.startSelect=function(e,t){e=e||this.editor.renderer.screenToTextCoordinates(this.x,this.y);var n=this.editor;n.$blockScrolling++,this.mousedownEvent.getShiftKey()?n.selection.selectToPosition(e):t||n.selection.moveToPosition(e),t||this.select(),n.renderer.scroller.setCapture&&n.renderer.scroller.setCapture(),n.setStyle(\"ace_selecting\"),this.setState(\"select\"),n.$blockScrolling--},this.select=function(){var e,t=this.editor,n=t.renderer.screenToTextCoordinates(this.x,this.y);if(t.$blockScrolling++,this.$clickSelection){var i=this.$clickSelection.comparePoint(n);if(-1==i)e=this.$clickSelection.end;else if(1==i)e=this.$clickSelection.start;else{var o=r(this.$clickSelection,n);n=o.cursor,e=o.anchor}t.selection.setSelectionAnchor(e.row,e.column)}t.selection.selectToPosition(n),t.$blockScrolling--,t.renderer.scrollCursorIntoView()},this.extendSelectionBy=function(e){var t,n=this.editor,i=n.renderer.screenToTextCoordinates(this.x,this.y),o=n.selection[e](i.row,i.column);if(n.$blockScrolling++,this.$clickSelection){var s=this.$clickSelection.comparePoint(o.start),a=this.$clickSelection.comparePoint(o.end);if(-1==s&&a<=0)t=this.$clickSelection.end,o.end.row==i.row&&o.end.column==i.column||(i=o.start);else if(1==a&&s>=0)t=this.$clickSelection.start,o.start.row==i.row&&o.start.column==i.column||(i=o.end);else if(-1==s&&1==a)i=o.end,t=o.start;else{var l=r(this.$clickSelection,i);i=l.cursor,t=l.anchor}n.selection.setSelectionAnchor(t.row,t.column)}n.selection.selectToPosition(i),n.$blockScrolling--,n.renderer.scrollCursorIntoView()},this.selectEnd=this.selectAllEnd=this.selectByWordsEnd=this.selectByLinesEnd=function(){this.$clickSelection=null,this.editor.unsetStyle(\"ace_selecting\"),this.editor.renderer.scroller.releaseCapture&&this.editor.renderer.scroller.releaseCapture()},this.focusWait=function(){var e,t,n,i,o=(e=this.mousedownEvent.x,t=this.mousedownEvent.y,n=this.x,i=this.y,Math.sqrt(Math.pow(n-e,2)+Math.pow(i-t,2))),r=Date.now();(o>0||r-this.mousedownEvent.time>this.$focusTimout)&&this.startSelect(this.mousedownEvent.getDocumentPosition())},this.onDoubleClick=function(e){var t=e.getDocumentPosition(),n=this.editor,i=n.session.getBracketRange(t);i?(i.isEmpty()&&(i.start.column--,i.end.column++),this.setState(\"select\")):(i=n.selection.getWordRange(t.row,t.column),this.setState(\"selectByWords\")),this.$clickSelection=i,this.select()},this.onTripleClick=function(e){var t=e.getDocumentPosition(),n=this.editor;this.setState(\"selectByLines\");var i=n.getSelectionRange();i.isMultiLine()&&i.contains(t.row,t.column)?(this.$clickSelection=n.selection.getLineRange(i.start.row),this.$clickSelection.end=n.selection.getLineRange(i.end.row).end):this.$clickSelection=n.selection.getLineRange(t.row),this.select()},this.onQuadClick=function(e){var t=this.editor;t.selectAll(),this.$clickSelection=t.getSelectionRange(),this.setState(\"selectAll\")},this.onMouseWheel=function(e){if(!e.getAccelKey()){e.getShiftKey()&&e.wheelY&&!e.wheelX&&(e.wheelX=e.wheelY,e.wheelY=0);var t=e.domEvent.timeStamp,n=t-(this.$lastScrollTime||0),i=this.editor;return i.renderer.isScrollableBy(e.wheelX*e.speed,e.wheelY*e.speed)||n<200?(this.$lastScrollTime=t,i.renderer.scrollBy(e.wheelX*e.speed,e.wheelY*e.speed),e.stop()):void 0}},this.onTouchMove=function(e){var t=e.domEvent.timeStamp,n=t-(this.$lastScrollTime||0),i=this.editor;if(i.renderer.isScrollableBy(e.wheelX*e.speed,e.wheelY*e.speed)||n<200)return this.$lastScrollTime=t,i.renderer.scrollBy(e.wheelX*e.speed,e.wheelY*e.speed),e.stop()}}).call(o.prototype),t.DefaultHandlers=o}),ace.define(\"ace/tooltip\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/dom\"],function(e,t,n){\"use strict\";e(\"./lib/oop\");var i=e(\"./lib/dom\");function o(e){this.isOpen=!1,this.$element=null,this.$parentNode=e}(function(){this.$init=function(){return this.$element=i.createElement(\"div\"),this.$element.className=\"ace_tooltip\",this.$element.style.display=\"none\",this.$parentNode.appendChild(this.$element),this.$element},this.getElement=function(){return this.$element||this.$init()},this.setText=function(e){i.setInnerText(this.getElement(),e)},this.setHtml=function(e){this.getElement().innerHTML=e},this.setPosition=function(e,t){this.getElement().style.left=e+\"px\",this.getElement().style.top=t+\"px\"},this.setClassName=function(e){i.addCssClass(this.getElement(),e)},this.show=function(e,t,n){null!=e&&this.setText(e),null!=t&&null!=n&&this.setPosition(t,n),this.isOpen||(this.getElement().style.display=\"block\",this.isOpen=!0)},this.hide=function(){this.isOpen&&(this.getElement().style.display=\"none\",this.isOpen=!1)},this.getHeight=function(){return this.getElement().offsetHeight},this.getWidth=function(){return this.getElement().offsetWidth},this.destroy=function(){this.isOpen=!1,this.$element&&this.$element.parentNode&&this.$element.parentNode.removeChild(this.$element)}}).call(o.prototype),t.Tooltip=o}),ace.define(\"ace/mouse/default_gutter_handler\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\",\"ace/lib/oop\",\"ace/lib/event\",\"ace/tooltip\"],function(e,t,n){\"use strict\";var i=e(\"../lib/dom\"),o=e(\"../lib/oop\"),r=e(\"../lib/event\"),s=e(\"../tooltip\").Tooltip;function a(e){s.call(this,e)}o.inherits(a,s),function(){this.setPosition=function(e,t){var n=window.innerWidth||document.documentElement.clientWidth,i=window.innerHeight||document.documentElement.clientHeight,o=this.getWidth(),r=this.getHeight();t+=15,(e+=15)+o>n&&(e-=e+o-n),t+r>i&&(t-=20+r),s.prototype.setPosition.call(this,e,t)}}.call(a.prototype),t.GutterHandler=function(e){var t,n,o,s=e.editor,l=s.renderer.$gutterLayer,c=new a(s.container);function u(){t&&(t=clearTimeout(t)),o&&(c.hide(),o=null,s._signal(\"hideGutterTooltip\",c),s.removeEventListener(\"mousewheel\",u))}function h(e){c.setPosition(e.x,e.y)}e.editor.setDefaultHandler(\"guttermousedown\",function(t){if(s.isFocused()&&0==t.getButton()&&\"foldWidgets\"!=l.getRegion(t)){var n=t.getDocumentPosition().row,i=s.session.selection;if(t.getShiftKey())i.selectTo(n,0);else{if(2==t.domEvent.detail)return s.selectAll(),t.preventDefault();e.$clickSelection=s.selection.getLineRange(n)}return e.setState(\"selectByLines\"),e.captureMouse(t),t.preventDefault()}}),e.editor.setDefaultHandler(\"guttermousemove\",function(r){var a=r.domEvent.target||r.domEvent.srcElement;if(i.hasCssClass(a,\"ace_fold-widget\"))return u();o&&e.$tooltipFollowsMouse&&h(r),n=r,t||(t=setTimeout(function(){t=null,n&&!e.isMousePressed?function(){var t=n.getDocumentPosition().row,i=l.$annotations[t];if(!i)return u();if(t==s.session.getLength()){var r=s.renderer.pixelToScreenCoordinates(0,n.y).row,a=n.$pos;if(r>s.session.documentToScreenRow(a.row,a.column))return u()}if(o!=i)if(o=i.text.join(\"
                                          \"),c.setHtml(o),c.show(),s._signal(\"showGutterTooltip\",c),s.on(\"mousewheel\",u),e.$tooltipFollowsMouse)h(n);else{var d=n.domEvent.target.getBoundingClientRect(),m=c.getElement().style;m.left=d.right+\"px\",m.top=d.bottom+\"px\"}}():u()},50))}),r.addListener(s.renderer.$gutter,\"mouseout\",function(e){n=null,o&&!t&&(t=setTimeout(function(){t=null,u()},50))}),s.on(\"changeSession\",u)}}),ace.define(\"ace/mouse/mouse_event\",[\"require\",\"exports\",\"module\",\"ace/lib/event\",\"ace/lib/useragent\"],function(e,t,n){\"use strict\";var i=e(\"../lib/event\"),o=e(\"../lib/useragent\"),r=t.MouseEvent=function(e,t){this.domEvent=e,this.editor=t,this.x=this.clientX=e.clientX,this.y=this.clientY=e.clientY,this.$pos=null,this.$inSelection=null,this.propagationStopped=!1,this.defaultPrevented=!1};(function(){this.stopPropagation=function(){i.stopPropagation(this.domEvent),this.propagationStopped=!0},this.preventDefault=function(){i.preventDefault(this.domEvent),this.defaultPrevented=!0},this.stop=function(){this.stopPropagation(),this.preventDefault()},this.getDocumentPosition=function(){return this.$pos?this.$pos:(this.$pos=this.editor.renderer.screenToTextCoordinates(this.clientX,this.clientY),this.$pos)},this.inSelection=function(){if(null!==this.$inSelection)return this.$inSelection;var e=this.editor.getSelectionRange();if(e.isEmpty())this.$inSelection=!1;else{var t=this.getDocumentPosition();this.$inSelection=e.contains(t.row,t.column)}return this.$inSelection},this.getButton=function(){return i.getButton(this.domEvent)},this.getShiftKey=function(){return this.domEvent.shiftKey},this.getAccelKey=o.isMac?function(){return this.domEvent.metaKey}:function(){return this.domEvent.ctrlKey}}).call(r.prototype)}),ace.define(\"ace/mouse/dragdrop_handler\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\",\"ace/lib/event\",\"ace/lib/useragent\"],function(e,t,n){\"use strict\";var i=e(\"../lib/dom\"),o=e(\"../lib/event\"),r=e(\"../lib/useragent\"),s=200,a=200,l=5;function c(e){var t=e.editor,n=i.createElement(\"img\");n.src=\"data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\",r.isOpera&&(n.style.cssText=\"width:1px;height:1px;position:fixed;top:0;left:0;z-index:2147483647;opacity:0;\");[\"dragWait\",\"dragWaitEnd\",\"startDrag\",\"dragReadyEnd\",\"onMouseDrag\"].forEach(function(t){e[t]=this[t]},this),t.addEventListener(\"mousedown\",this.onMouseDown.bind(e));var c,h,d,m,p,f,g,C,E,A,v,_=t.container,F=0;function b(){var e=f;(function(e,n){var i=Date.now(),o=!n||e.row!=n.row,r=!n||e.column!=n.column;!A||o||r?(t.$blockScrolling+=1,t.moveCursorToPosition(e),t.$blockScrolling-=1,A=i,v={x:h,y:d}):u(v.x,v.y,h,d)>l?A=null:i-A>=a&&(t.renderer.scrollCursorIntoView(),A=null)})(f=t.renderer.screenToTextCoordinates(h,d),e),function(e,n){var i=Date.now(),o=t.renderer.layerConfig.lineHeight,r=t.renderer.layerConfig.characterWidth,a=t.renderer.scroller.getBoundingClientRect(),l={x:{left:h-a.left,right:a.right-h},y:{top:d-a.top,bottom:a.bottom-d}},c=Math.min(l.x.left,l.x.right),u=Math.min(l.y.top,l.y.bottom),m={row:e.row,column:e.column};c/r<=2&&(m.column+=l.x.left=s&&t.renderer.scrollCursorIntoView(m):E=i:E=null}(f,e)}function S(){p=t.selection.toOrientedRange(),c=t.session.addMarker(p,\"ace_selection\",t.getSelectionStyle()),t.clearSelection(),t.isFocused()&&t.renderer.$cursorLayer.setBlinking(!1),clearInterval(m),b(),m=setInterval(b,20),F=0,o.addListener(document,\"mousemove\",y)}function R(){clearInterval(m),t.session.removeMarker(c),c=null,t.$blockScrolling+=1,t.selection.fromOrientedRange(p),t.$blockScrolling-=1,t.isFocused()&&!C&&t.renderer.$cursorLayer.setBlinking(!t.getReadOnly()),p=null,f=null,F=0,E=null,A=null,o.removeListener(document,\"mousemove\",y)}this.onDragStart=function(e){if(this.cancelDrag||!_.draggable){var i=this;return setTimeout(function(){i.startSelect(),i.captureMouse(e)},0),e.preventDefault()}p=t.getSelectionRange();var o=e.dataTransfer;o.effectAllowed=t.getReadOnly()?\"copy\":\"copyMove\",r.isOpera&&(t.container.appendChild(n),n.scrollTop=0),o.setDragImage&&o.setDragImage(n,0,0),r.isOpera&&t.container.removeChild(n),o.clearData(),o.setData(\"Text\",t.session.getTextRange()),C=!0,this.setState(\"drag\")},this.onDragEnd=function(e){if(_.draggable=!1,C=!1,this.setState(null),!t.getReadOnly()){var n=e.dataTransfer.dropEffect;g||\"move\"!=n||t.session.remove(t.getSelectionRange()),t.renderer.$cursorLayer.setBlinking(!0)}this.editor.unsetStyle(\"ace_dragging\"),this.editor.renderer.setCursorStyle(\"\")},this.onDragEnter=function(e){if(!t.getReadOnly()&&w(e.dataTransfer))return h=e.clientX,d=e.clientY,c||S(),F++,e.dataTransfer.dropEffect=g=B(e),o.preventDefault(e)},this.onDragOver=function(e){if(!t.getReadOnly()&&w(e.dataTransfer))return h=e.clientX,d=e.clientY,c||(S(),F++),null!==T&&(T=null),e.dataTransfer.dropEffect=g=B(e),o.preventDefault(e)},this.onDragLeave=function(e){if(--F<=0&&c)return R(),g=null,o.preventDefault(e)},this.onDrop=function(e){if(f){var n=e.dataTransfer;if(C)switch(g){case\"move\":p=p.contains(f.row,f.column)?{start:f,end:f}:t.moveText(p,f);break;case\"copy\":p=t.moveText(p,f,!0)}else{var i=n.getData(\"Text\");p={start:f,end:t.session.insert(f,i)},t.focus(),g=null}return R(),o.preventDefault(e)}},o.addListener(_,\"dragstart\",this.onDragStart.bind(e)),o.addListener(_,\"dragend\",this.onDragEnd.bind(e)),o.addListener(_,\"dragenter\",this.onDragEnter.bind(e)),o.addListener(_,\"dragover\",this.onDragOver.bind(e)),o.addListener(_,\"dragleave\",this.onDragLeave.bind(e)),o.addListener(_,\"drop\",this.onDrop.bind(e));var T=null;function y(){null==T&&(T=setTimeout(function(){null!=T&&c&&R()},20))}function w(e){var t=e.types;return!t||Array.prototype.some.call(t,function(e){return\"text/plain\"==e||\"Text\"==e})}function B(e){var t=[\"copy\",\"copymove\",\"all\",\"uninitialized\"],n=r.isMac?e.altKey:e.ctrlKey,i=\"uninitialized\";try{i=e.dataTransfer.effectAllowed.toLowerCase()}catch(e){}var o=\"none\";return n&&t.indexOf(i)>=0?o=\"copy\":[\"move\",\"copymove\",\"linkmove\",\"all\",\"uninitialized\"].indexOf(i)>=0?o=\"move\":t.indexOf(i)>=0&&(o=\"copy\"),o}}function u(e,t,n,i){return Math.sqrt(Math.pow(n-e,2)+Math.pow(i-t,2))}(function(){this.dragWait=function(){Date.now()-this.mousedownEvent.time>this.editor.getDragDelay()&&this.startDrag()},this.dragWaitEnd=function(){this.editor.container.draggable=!1,this.startSelect(this.mousedownEvent.getDocumentPosition()),this.selectEnd()},this.dragReadyEnd=function(e){this.editor.renderer.$cursorLayer.setBlinking(!this.editor.getReadOnly()),this.editor.unsetStyle(\"ace_dragging\"),this.editor.renderer.setCursorStyle(\"\"),this.dragWaitEnd()},this.startDrag=function(){this.cancelDrag=!1;var e=this.editor;e.container.draggable=!0,e.renderer.$cursorLayer.setBlinking(!1),e.setStyle(\"ace_dragging\");var t=r.isWin?\"default\":\"move\";e.renderer.setCursorStyle(t),this.setState(\"dragReady\")},this.onMouseDrag=function(e){var t=this.editor.container;r.isIE&&\"dragReady\"==this.state&&(u(this.mousedownEvent.x,this.mousedownEvent.y,this.x,this.y)>3&&t.dragDrop());\"dragWait\"===this.state&&(u(this.mousedownEvent.x,this.mousedownEvent.y,this.x,this.y)>0&&(t.draggable=!1,this.startSelect(this.mousedownEvent.getDocumentPosition())))},this.onMouseDown=function(e){if(this.$dragEnabled){this.mousedownEvent=e;var t=this.editor,n=e.inSelection(),i=e.getButton();if(1===(e.domEvent.detail||1)&&0===i&&n){if(e.editor.inMultiSelectMode&&(e.getAccelKey()||e.getShiftKey()))return;this.mousedownEvent.time=Date.now();var o=e.domEvent.target||e.domEvent.srcElement;if(\"unselectable\"in o&&(o.unselectable=\"on\"),t.getDragDelay()){if(r.isWebKit)this.cancelDrag=!0,t.container.draggable=!0;this.setState(\"dragWait\")}else this.startDrag();this.captureMouse(e,this.onMouseDrag.bind(this)),e.defaultPrevented=!0}}}}).call(c.prototype),t.DragdropHandler=c}),ace.define(\"ace/lib/net\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\"],function(e,t,n){\"use strict\";var i=e(\"./dom\");t.get=function(e,t){var n=new XMLHttpRequest;n.open(\"GET\",e,!0),n.onreadystatechange=function(){4===n.readyState&&t(n.responseText)},n.send(null)},t.loadScript=function(e,t){var n=i.getDocumentHead(),o=document.createElement(\"script\");o.src=e,n.appendChild(o),o.onload=o.onreadystatechange=function(e,n){!n&&o.readyState&&\"loaded\"!=o.readyState&&\"complete\"!=o.readyState||(o=o.onload=o.onreadystatechange=null,n||t())}},t.qualifyURL=function(e){var t=document.createElement(\"a\");return t.href=e,t.href}}),ace.define(\"ace/lib/event_emitter\",[\"require\",\"exports\",\"module\"],function(e,t,n){\"use strict\";var i={},o=function(){this.propagationStopped=!0},r=function(){this.defaultPrevented=!0};i._emit=i._dispatchEvent=function(e,t){this._eventRegistry||(this._eventRegistry={}),this._defaultHandlers||(this._defaultHandlers={});var n=this._eventRegistry[e]||[],i=this._defaultHandlers[e];if(n.length||i){\"object\"==typeof t&&t||(t={}),t.type||(t.type=e),t.stopPropagation||(t.stopPropagation=o),t.preventDefault||(t.preventDefault=r),n=n.slice();for(var s=0;s1&&(o=n[n.length-2]);var s=l[t+\"Path\"];return null==s?s=l.basePath:\"/\"==i&&(t=i=\"\"),s&&\"/\"!=s.slice(-1)&&(s+=\"/\"),s+t+i+o+this.get(\"suffix\")},t.setModuleUrl=function(e,t){return l.$moduleUrls[e]=t},t.$loading={},t.loadModule=function(n,i){var o,s;Array.isArray(n)&&(s=n[0],n=n[1]);try{o=e(n)}catch(e){}if(o&&!t.$loading[n])return i&&i(o);if(t.$loading[n]||(t.$loading[n]=[]),t.$loading[n].push(i),!(t.$loading[n].length>1)){var a=function(){e([n],function(e){t._emit(\"load.module\",{name:n,module:e});var i=t.$loading[n];t.$loading[n]=null,i.forEach(function(t){t&&t(e)})})};if(!t.get(\"packaged\"))return a();r.loadScript(t.moduleUrl(n,s),a)}},c(!0),t.init=c}),ace.define(\"ace/mouse/mouse_handler\",[\"require\",\"exports\",\"module\",\"ace/lib/event\",\"ace/lib/useragent\",\"ace/mouse/default_handlers\",\"ace/mouse/default_gutter_handler\",\"ace/mouse/mouse_event\",\"ace/mouse/dragdrop_handler\",\"ace/config\"],function(e,t,n){\"use strict\";var i=e(\"../lib/event\"),o=e(\"../lib/useragent\"),r=e(\"./default_handlers\").DefaultHandlers,s=e(\"./default_gutter_handler\").GutterHandler,a=e(\"./mouse_event\").MouseEvent,l=e(\"./dragdrop_handler\").DragdropHandler,c=e(\"../config\"),u=function(e){var t=this;this.editor=e,new r(this),new s(this),new l(this);var n=function(t){(!document.hasFocus||!document.hasFocus()||!e.isFocused()&&document.activeElement==(e.textInput&&e.textInput.getElement()))&&window.focus(),e.focus()},a=e.renderer.getMouseEventTarget();i.addListener(a,\"click\",this.onMouseEvent.bind(this,\"click\")),i.addListener(a,\"mousemove\",this.onMouseMove.bind(this,\"mousemove\")),i.addMultiMouseDownListener([a,e.renderer.scrollBarV&&e.renderer.scrollBarV.inner,e.renderer.scrollBarH&&e.renderer.scrollBarH.inner,e.textInput&&e.textInput.getElement()].filter(Boolean),[400,300,250],this,\"onMouseEvent\"),i.addMouseWheelListener(e.container,this.onMouseWheel.bind(this,\"mousewheel\")),i.addTouchMoveListener(e.container,this.onTouchMove.bind(this,\"touchmove\"));var c=e.renderer.$gutter;i.addListener(c,\"mousedown\",this.onMouseEvent.bind(this,\"guttermousedown\")),i.addListener(c,\"click\",this.onMouseEvent.bind(this,\"gutterclick\")),i.addListener(c,\"dblclick\",this.onMouseEvent.bind(this,\"gutterdblclick\")),i.addListener(c,\"mousemove\",this.onMouseEvent.bind(this,\"guttermousemove\")),i.addListener(a,\"mousedown\",n),i.addListener(c,\"mousedown\",n),o.isIE&&e.renderer.scrollBarV&&(i.addListener(e.renderer.scrollBarV.element,\"mousedown\",n),i.addListener(e.renderer.scrollBarH.element,\"mousedown\",n)),e.on(\"mousemove\",function(n){if(!t.state&&!t.$dragDelay&&t.$dragEnabled){var i=e.renderer.screenToTextCoordinates(n.x,n.y),o=e.session.selection.getRange(),r=e.renderer;!o.isEmpty()&&o.insideStart(i.row,i.column)?r.setCursorStyle(\"default\"):r.setCursorStyle(\"\")}})};(function(){this.onMouseEvent=function(e,t){this.editor._emit(e,new a(t,this.editor))},this.onMouseMove=function(e,t){var n=this.editor._eventRegistry&&this.editor._eventRegistry.mousemove;n&&n.length&&this.editor._emit(e,new a(t,this.editor))},this.onMouseWheel=function(e,t){var n=new a(t,this.editor);n.speed=2*this.$scrollSpeed,n.wheelX=t.wheelX,n.wheelY=t.wheelY,this.editor._emit(e,n)},this.onTouchMove=function(e,t){var n=new a(t,this.editor);n.speed=1,n.wheelX=t.wheelX,n.wheelY=t.wheelY,this.editor._emit(e,n)},this.setState=function(e){this.state=e},this.captureMouse=function(e,t){this.x=e.x,this.y=e.y,this.isMousePressed=!0;var n=this.editor.renderer;n.$keepTextAreaAtCursor&&(n.$keepTextAreaAtCursor=null);var r=this,s=function(e){if(e){if(o.isWebKit&&!e.which&&r.releaseMouse)return r.releaseMouse();r.x=e.clientX,r.y=e.clientY,t&&t(e),r.mouseEvent=new a(e,r.editor),r.$mouseMoved=!0}},l=function(e){clearInterval(u),c(),r[r.state+\"End\"]&&r[r.state+\"End\"](e),r.state=\"\",null==n.$keepTextAreaAtCursor&&(n.$keepTextAreaAtCursor=!0,n.$moveTextAreaToCursor()),r.isMousePressed=!1,r.$onCaptureMouseMove=r.releaseMouse=null,e&&r.onMouseEvent(\"mouseup\",e)},c=function(){r[r.state]&&r[r.state](),r.$mouseMoved=!1};if(o.isOldIE&&\"dblclick\"==e.domEvent.type)return setTimeout(function(){l(e)});r.$onCaptureMouseMove=s,r.releaseMouse=i.capture(this.editor.container,s,l);var u=setInterval(c,20)},this.releaseMouse=null,this.cancelContextMenu=function(){var e=function(t){t&&t.domEvent&&\"contextmenu\"!=t.domEvent.type||(this.editor.off(\"nativecontextmenu\",e),t&&t.domEvent&&i.stopEvent(t.domEvent))}.bind(this);setTimeout(e,10),this.editor.on(\"nativecontextmenu\",e)}}).call(u.prototype),c.defineOptions(u.prototype,\"mouseHandler\",{scrollSpeed:{initialValue:2},dragDelay:{initialValue:o.isMac?150:0},dragEnabled:{initialValue:!0},focusTimout:{initialValue:0},tooltipFollowsMouse:{initialValue:!0}}),t.MouseHandler=u}),ace.define(\"ace/mouse/fold_handler\",[\"require\",\"exports\",\"module\"],function(e,t,n){\"use strict\";t.FoldHandler=function(e){e.on(\"click\",function(t){var n=t.getDocumentPosition(),i=e.session,o=i.getFoldAt(n.row,n.column,1);o&&(t.getAccelKey()?i.removeFold(o):i.expandFold(o),t.stop())}),e.on(\"gutterclick\",function(t){if(\"foldWidgets\"==e.renderer.$gutterLayer.getRegion(t)){var n=t.getDocumentPosition().row,i=e.session;i.foldWidgets&&i.foldWidgets[n]&&e.session.onFoldWidgetClick(n,t),e.isFocused()||e.focus(),t.stop()}}),e.on(\"gutterdblclick\",function(t){if(\"foldWidgets\"==e.renderer.$gutterLayer.getRegion(t)){var n=t.getDocumentPosition().row,i=e.session,o=i.getParentFoldRangeData(n,!0),r=o.range||o.firstRange;if(r){n=r.start.row;var s=i.getFoldAt(n,i.getLine(n).length,1);s?i.removeFold(s):(i.addFold(\"...\",r),e.renderer.scrollCursorIntoView({row:r.start.row,column:0}))}t.stop()}})}}),ace.define(\"ace/keyboard/keybinding\",[\"require\",\"exports\",\"module\",\"ace/lib/keys\",\"ace/lib/event\"],function(e,t,n){\"use strict\";var i=e(\"../lib/keys\"),o=e(\"../lib/event\"),r=function(e){this.$editor=e,this.$data={editor:e},this.$handlers=[],this.setDefaultHandler(e.commands)};(function(){this.setDefaultHandler=function(e){this.removeKeyboardHandler(this.$defaultHandler),this.$defaultHandler=e,this.addKeyboardHandler(e,0)},this.setKeyboardHandler=function(e){var t=this.$handlers;if(t[t.length-1]!=e){for(;t[t.length-1]&&t[t.length-1]!=this.$defaultHandler;)this.removeKeyboardHandler(t[t.length-1]);this.addKeyboardHandler(e,1)}},this.addKeyboardHandler=function(e,t){if(e){\"function\"!=typeof e||e.handleKeyboard||(e.handleKeyboard=e);var n=this.$handlers.indexOf(e);-1!=n&&this.$handlers.splice(n,1),void 0==t?this.$handlers.push(e):this.$handlers.splice(t,0,e),-1==n&&e.attach&&e.attach(this.$editor)}},this.removeKeyboardHandler=function(e){var t=this.$handlers.indexOf(e);return-1!=t&&(this.$handlers.splice(t,1),e.detach&&e.detach(this.$editor),!0)},this.getKeyboardHandler=function(){return this.$handlers[this.$handlers.length-1]},this.getStatusText=function(){var e=this.$data,t=e.editor;return this.$handlers.map(function(n){return n.getStatusText&&n.getStatusText(t,e)||\"\"}).filter(Boolean).join(\" \")},this.$callKeyboardHandlers=function(e,t,n,i){for(var r,s=!1,a=this.$editor.commands,l=this.$handlers.length;l--&&!((r=this.$handlers[l].handleKeyboard(this.$data,e,t,n,i))&&r.command&&((s=\"null\"==r.command||a.exec(r.command,this.$editor,r.args,i))&&i&&-1!=e&&1!=r.passEvent&&1!=r.command.passEvent&&o.stopEvent(i),s)););return s||-1!=e||(r={command:\"insertstring\"},s=a.exec(\"insertstring\",this.$editor,t)),s&&this.$editor._signal&&this.$editor._signal(\"keyboardActivity\",r),s},this.onCommandKey=function(e,t,n){var o=i.keyCodeToString(n);this.$callKeyboardHandlers(t,o,n,e)},this.onTextInput=function(e){this.$callKeyboardHandlers(-1,e)}}).call(r.prototype),t.KeyBinding=r}),ace.define(\"ace/range\",[\"require\",\"exports\",\"module\"],function(e,t,n){\"use strict\";var i=function(e,t,n,i){this.start={row:e,column:t},this.end={row:n,column:i}};(function(){this.isEqual=function(e){return this.start.row===e.start.row&&this.end.row===e.end.row&&this.start.column===e.start.column&&this.end.column===e.end.column},this.toString=function(){return\"Range: [\"+this.start.row+\"/\"+this.start.column+\"] -> [\"+this.end.row+\"/\"+this.end.column+\"]\"},this.contains=function(e,t){return 0==this.compare(e,t)},this.compareRange=function(e){var t,n=e.end,i=e.start;return 1==(t=this.compare(n.row,n.column))?1==(t=this.compare(i.row,i.column))?2:0==t?1:0:-1==t?-2:-1==(t=this.compare(i.row,i.column))?-1:1==t?42:0},this.comparePoint=function(e){return this.compare(e.row,e.column)},this.containsRange=function(e){return 0==this.comparePoint(e.start)&&0==this.comparePoint(e.end)},this.intersects=function(e){var t=this.compareRange(e);return-1==t||0==t||1==t},this.isEnd=function(e,t){return this.end.row==e&&this.end.column==t},this.isStart=function(e,t){return this.start.row==e&&this.start.column==t},this.setStart=function(e,t){\"object\"==typeof e?(this.start.column=e.column,this.start.row=e.row):(this.start.row=e,this.start.column=t)},this.setEnd=function(e,t){\"object\"==typeof e?(this.end.column=e.column,this.end.row=e.row):(this.end.row=e,this.end.column=t)},this.inside=function(e,t){return 0==this.compare(e,t)&&(!this.isEnd(e,t)&&!this.isStart(e,t))},this.insideStart=function(e,t){return 0==this.compare(e,t)&&!this.isEnd(e,t)},this.insideEnd=function(e,t){return 0==this.compare(e,t)&&!this.isStart(e,t)},this.compare=function(e,t){return this.isMultiLine()||e!==this.start.row?ethis.end.row?1:this.start.row===e?t>=this.start.column?0:-1:this.end.row===e?t<=this.end.column?0:1:0:tthis.end.column?1:0},this.compareStart=function(e,t){return this.start.row==e&&this.start.column==t?-1:this.compare(e,t)},this.compareEnd=function(e,t){return this.end.row==e&&this.end.column==t?1:this.compare(e,t)},this.compareInside=function(e,t){return this.end.row==e&&this.end.column==t?1:this.start.row==e&&this.start.column==t?-1:this.compare(e,t)},this.clipRows=function(e,t){if(this.end.row>t)var n={row:t+1,column:0};else if(this.end.rowt)var o={row:t+1,column:0};else if(this.start.rowt.row||e.row==t.row&&e.column>t.column},this.getRange=function(){var e=this.anchor,t=this.lead;return this.isEmpty()?s.fromPoints(t,t):this.isBackwards()?s.fromPoints(t,e):s.fromPoints(e,t)},this.clearSelection=function(){this.$isEmpty||(this.$isEmpty=!0,this._emit(\"changeSelection\"))},this.selectAll=function(){var e=this.doc.getLength()-1;this.setSelectionAnchor(0,0),this.moveCursorTo(e,this.doc.getLine(e).length)},this.setRange=this.setSelectionRange=function(e,t){t?(this.setSelectionAnchor(e.end.row,e.end.column),this.selectTo(e.start.row,e.start.column)):(this.setSelectionAnchor(e.start.row,e.start.column),this.selectTo(e.end.row,e.end.column)),this.getRange().isEmpty()&&(this.$isEmpty=!0),this.$desiredColumn=null},this.$moveSelection=function(e){var t=this.lead;this.$isEmpty&&this.setSelectionAnchor(t.row,t.column),e.call(this)},this.selectTo=function(e,t){this.$moveSelection(function(){this.moveCursorTo(e,t)})},this.selectToPosition=function(e){this.$moveSelection(function(){this.moveCursorToPosition(e)})},this.moveTo=function(e,t){this.clearSelection(),this.moveCursorTo(e,t)},this.moveToPosition=function(e){this.clearSelection(),this.moveCursorToPosition(e)},this.selectUp=function(){this.$moveSelection(this.moveCursorUp)},this.selectDown=function(){this.$moveSelection(this.moveCursorDown)},this.selectRight=function(){this.$moveSelection(this.moveCursorRight)},this.selectLeft=function(){this.$moveSelection(this.moveCursorLeft)},this.selectLineStart=function(){this.$moveSelection(this.moveCursorLineStart)},this.selectLineEnd=function(){this.$moveSelection(this.moveCursorLineEnd)},this.selectFileEnd=function(){this.$moveSelection(this.moveCursorFileEnd)},this.selectFileStart=function(){this.$moveSelection(this.moveCursorFileStart)},this.selectWordRight=function(){this.$moveSelection(this.moveCursorWordRight)},this.selectWordLeft=function(){this.$moveSelection(this.moveCursorWordLeft)},this.getWordRange=function(e,t){if(void 0===t){var n=e||this.lead;e=n.row,t=n.column}return this.session.getWordRange(e,t)},this.selectWord=function(){this.setSelectionRange(this.getWordRange())},this.selectAWord=function(){var e=this.getCursor(),t=this.session.getAWordRange(e.row,e.column);this.setSelectionRange(t)},this.getLineRange=function(e,t){var n,i=\"number\"==typeof e?e:this.lead.row,o=this.session.getFoldLine(i);return o?(i=o.start.row,n=o.end.row):n=i,!0===t?new s(i,0,n,this.session.getLine(n).length):new s(i,0,n+1,0)},this.selectLine=function(){this.setSelectionRange(this.getLineRange())},this.moveCursorUp=function(){this.moveCursorBy(-1,0)},this.moveCursorDown=function(){this.moveCursorBy(1,0)},this.wouldMoveIntoSoftTab=function(e,t,n){var i=e.column,o=e.column+t;return n<0&&(i=e.column-t,o=e.column),this.session.isTabStop(e)&&this.doc.getLine(e.row).slice(i,o).split(\" \").length-1==t},this.moveCursorLeft=function(){var e,t=this.lead.getPosition();if(e=this.session.getFoldAt(t.row,t.column,-1))this.moveCursorTo(e.start.row,e.start.column);else if(0===t.column)t.row>0&&this.moveCursorTo(t.row-1,this.doc.getLine(t.row-1).length);else{var n=this.session.getTabSize();this.wouldMoveIntoSoftTab(t,n,-1)&&!this.session.getNavigateWithinSoftTabs()?this.moveCursorBy(0,-n):this.moveCursorBy(0,-1)}},this.moveCursorRight=function(){var e,t=this.lead.getPosition();if(e=this.session.getFoldAt(t.row,t.column,1))this.moveCursorTo(e.end.row,e.end.column);else if(this.lead.column==this.doc.getLine(this.lead.row).length)this.lead.row0&&(t.column=i)}}this.moveCursorTo(t.row,t.column)},this.moveCursorFileEnd=function(){var e=this.doc.getLength()-1,t=this.doc.getLine(e).length;this.moveCursorTo(e,t)},this.moveCursorFileStart=function(){this.moveCursorTo(0,0)},this.moveCursorLongWordRight=function(){var e=this.lead.row,t=this.lead.column,n=this.doc.getLine(e),i=n.substring(t);this.session.nonTokenRe.lastIndex=0,this.session.tokenRe.lastIndex=0;var o=this.session.getFoldAt(e,t,1);if(o)this.moveCursorTo(o.end.row,o.end.column);else{if(this.session.nonTokenRe.exec(i)&&(t+=this.session.nonTokenRe.lastIndex,this.session.nonTokenRe.lastIndex=0,i=n.substring(t)),t>=n.length)return this.moveCursorTo(e,n.length),this.moveCursorRight(),void(e0&&this.moveCursorWordLeft());this.session.tokenRe.exec(r)&&(n-=this.session.tokenRe.lastIndex,this.session.tokenRe.lastIndex=0),this.moveCursorTo(t,n)}},this.$shortWordEndIndex=function(e){var t,n=0,i=/\\s/,o=this.session.tokenRe;if(o.lastIndex=0,this.session.tokenRe.exec(e))n=this.session.tokenRe.lastIndex;else{for(;(t=e[n])&&i.test(t);)n++;if(n<1)for(o.lastIndex=0;(t=e[n])&&!o.test(t);)if(o.lastIndex=0,n++,i.test(t)){if(n>2){n--;break}for(;(t=e[n])&&i.test(t);)n++;if(n>2)break}}return o.lastIndex=0,n},this.moveCursorShortWordRight=function(){var e=this.lead.row,t=this.lead.column,n=this.doc.getLine(e),i=n.substring(t),o=this.session.getFoldAt(e,t,1);if(o)return this.moveCursorTo(o.end.row,o.end.column);if(t==n.length){var r=this.doc.getLength();do{e++,i=this.doc.getLine(e)}while(e0&&/^\\s*$/.test(i));n=i.length,/\\s+$/.test(i)||(i=\"\")}var r=o.stringReverse(i),s=this.$shortWordEndIndex(r);return this.moveCursorTo(t,n-s)},this.moveCursorWordRight=function(){this.session.$selectLongWords?this.moveCursorLongWordRight():this.moveCursorShortWordRight()},this.moveCursorWordLeft=function(){this.session.$selectLongWords?this.moveCursorLongWordLeft():this.moveCursorShortWordLeft()},this.moveCursorBy=function(e,t){var n=this.session.documentToScreenPosition(this.lead.row,this.lead.column);0===t&&(this.$desiredColumn?n.column=this.$desiredColumn:this.$desiredColumn=n.column);var i=this.session.screenToDocumentPosition(n.row+e,n.column);0!==e&&0===t&&i.row===this.lead.row&&i.column===this.lead.column&&this.session.lineWidgets&&this.session.lineWidgets[i.row]&&(i.row>0||e>0)&&i.row++,this.moveCursorTo(i.row,i.column+t,0===t)},this.moveCursorToPosition=function(e){this.moveCursorTo(e.row,e.column)},this.moveCursorTo=function(e,t,n){var i=this.session.getFoldAt(e,t,1);i&&(e=i.start.row,t=i.start.column),this.$keepDesiredColumnOnChange=!0,this.lead.setPosition(e,t),this.$keepDesiredColumnOnChange=!1,n||(this.$desiredColumn=null)},this.moveCursorToScreen=function(e,t,n){var i=this.session.screenToDocumentPosition(e,t);this.moveCursorTo(i.row,i.column,n)},this.detach=function(){this.lead.detach(),this.anchor.detach(),this.session=this.doc=null},this.fromOrientedRange=function(e){this.setSelectionRange(e,e.cursor==e.start),this.$desiredColumn=e.desiredColumn||this.$desiredColumn},this.toOrientedRange=function(e){var t=this.getRange();return e?(e.start.column=t.start.column,e.start.row=t.start.row,e.end.column=t.end.column,e.end.row=t.end.row):e=t,e.cursor=this.isBackwards()?e.start:e.end,e.desiredColumn=this.$desiredColumn,e},this.getRangeOfMovements=function(e){var t=this.getCursor();try{e(this);var n=this.getCursor();return s.fromPoints(t,n)}catch(e){return s.fromPoints(t,t)}finally{this.moveCursorToPosition(t)}},this.toJSON=function(){if(this.rangeCount)var e=this.ranges.map(function(e){var t=e.clone();return t.isBackwards=e.cursor==e.start,t});else(e=this.getRange()).isBackwards=this.isBackwards();return e},this.fromJSON=function(e){if(void 0==e.start){if(this.rangeList){this.toSingleRange(e[0]);for(var t=e.length;t--;){var n=s.fromPoints(e[t].start,e[t].end);e[t].isBackwards&&(n.cursor=n.start),this.addRange(n,!0)}return}e=e[0]}this.rangeList&&this.toSingleRange(e),this.setSelectionRange(e,e.isBackwards)},this.isEqual=function(e){if((e.length||this.rangeCount)&&e.length!=this.rangeCount)return!1;if(!e.length||!this.ranges)return this.getRange().isEqual(e);for(var t=this.ranges.length;t--;)if(!this.ranges[t].isEqual(e[t]))return!1;return!0}}).call(a.prototype),t.Selection=a}),ace.define(\"ace/tokenizer\",[\"require\",\"exports\",\"module\",\"ace/config\"],function(e,t,n){\"use strict\";var i=e(\"./config\"),o=2e3,r=function(e){for(var t in this.states=e,this.regExps={},this.matchMappings={},this.states){for(var n=this.states[t],i=[],o=0,r=this.matchMappings[t]={defaultToken:\"text\"},s=\"g\",a=[],l=0;l1?this.$applyToken:c.token),h>1&&(/\\\\\\d/.test(c.regex)?u=c.regex.replace(/\\\\([0-9]+)/g,function(e,t){return\"\\\\\"+(parseInt(t,10)+o+1)}):(h=1,u=this.removeCapturingGroups(c.regex)),c.splitRegex||\"string\"==typeof c.token||a.push(c)),r[o]=l,o+=h,i.push(u),c.onMatch||(c.onMatch=null)}}i.length||(r[0]=0,i.push(\"$\")),a.forEach(function(e){e.splitRegex=this.createSplitterRegexp(e.regex,s)},this),this.regExps[t]=new RegExp(\"(\"+i.join(\")|(\")+\")|($)\",s)}};(function(){this.$setMaxTokenCount=function(e){o=0|e},this.$applyToken=function(e){var t=this.splitRegex.exec(e).slice(1),n=this.token.apply(this,t);if(\"string\"==typeof n)return[{type:n,value:e}];for(var i=[],o=0,r=n.length;ou){var C=e.substring(u,g-f.length);d.type==m?d.value+=C:(d.type&&c.push(d),d={type:m,value:C})}for(var E=0;Eo){for(h>2*e.length&&this.reportError(\"infinite loop with in ace tokenizer\",{startState:t,line:e});u1&&n[0]!==i&&n.unshift(\"#tmp\",i),{tokens:c,state:n.length?n:i}},this.reportError=i.reportError}).call(r.prototype),t.Tokenizer=r}),ace.define(\"ace/mode/text_highlight_rules\",[\"require\",\"exports\",\"module\",\"ace/lib/lang\"],function(e,t,n){\"use strict\";var i=e(\"../lib/lang\"),o=function(){this.$rules={start:[{token:\"empty_line\",regex:\"^$\"},{defaultToken:\"text\"}]}};(function(){this.addRules=function(e,t){if(t)for(var n in e){for(var i=e[n],o=0;o=this.$rowTokens.length;){if(this.$row+=1,e||(e=this.$session.getLength()),this.$row>=e)return this.$row=e-1,null;this.$rowTokens=this.$session.getTokens(this.$row),this.$tokenIndex=0}return this.$rowTokens[this.$tokenIndex]},this.getCurrentToken=function(){return this.$rowTokens[this.$tokenIndex]},this.getCurrentTokenRow=function(){return this.$row},this.getCurrentTokenColumn=function(){var e=this.$rowTokens,t=this.$tokenIndex,n=e[t].start;if(void 0!==n)return n;for(n=0;t>0;)n+=e[t-=1].value.length;return n},this.getCurrentTokenPosition=function(){return{row:this.$row,column:this.getCurrentTokenColumn()}}}).call(i.prototype),t.TokenIterator=i}),ace.define(\"ace/mode/behaviour/cstyle\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/mode/behaviour\",\"ace/token_iterator\",\"ace/lib/lang\"],function(e,t,n){\"use strict\";var i,o=e(\"../../lib/oop\"),r=e(\"../behaviour\").Behaviour,s=e(\"../../token_iterator\").TokenIterator,a=e(\"../../lib/lang\"),l=[\"text\",\"paren.rparen\",\"punctuation.operator\"],c=[\"text\",\"paren.rparen\",\"punctuation.operator\",\"comment\"],u={},h={'\"':'\"',\"'\":\"'\"},d=function(e){var t=-1;if(e.multiSelect&&(t=e.selection.index,u.rangeCount!=e.multiSelect.rangeCount&&(u={rangeCount:e.multiSelect.rangeCount})),u[t])return i=u[t];i=u[t]={autoInsertedBrackets:0,autoInsertedRow:-1,autoInsertedLineEnd:\"\",maybeInsertedBrackets:0,maybeInsertedRow:-1,maybeInsertedLineStart:\"\",maybeInsertedLineEnd:\"\"}},m=function(e,t,n,i){var o=e.end.row-e.start.row;return{text:n+t+i,selection:[0,e.start.column+1,o,e.end.column+(o?0:1)]}},p=function(e){this.add(\"braces\",\"insertion\",function(t,n,o,r,s){var l=o.getCursorPosition(),c=r.doc.getLine(l.row);if(\"{\"==s){d(o);var u=o.getSelectionRange(),h=r.doc.getTextRange(u);if(\"\"!==h&&\"{\"!==h&&o.getWrapBehavioursEnabled())return m(u,h,\"{\",\"}\");if(p.isSaneInsertion(o,r))return/[\\]\\}\\)]/.test(c[l.column])||o.inMultiSelectMode||e&&e.braces?(p.recordAutoInsert(o,r,\"}\"),{text:\"{}\",selection:[1,1]}):(p.recordMaybeInsert(o,r,\"{\"),{text:\"{\",selection:[1,1]})}else if(\"}\"==s){if(d(o),\"}\"==c.substring(l.column,l.column+1))if(null!==r.$findOpeningBracket(\"}\",{column:l.column+1,row:l.row})&&p.isAutoInsertedClosing(l,c,s))return p.popAutoInsertedClosing(),{text:\"\",selection:[1,1]}}else{if(\"\\n\"==s||\"\\r\\n\"==s){d(o);var f=\"\";if(p.isMaybeInsertedClosing(l,c)&&(f=a.stringRepeat(\"}\",i.maybeInsertedBrackets),p.clearMaybeInsertedClosing()),\"}\"===c.substring(l.column,l.column+1)){var g=r.findMatchingBracket({row:l.row,column:l.column+1},\"}\");if(!g)return null;var C=this.$getIndent(r.getLine(g.row))}else{if(!f)return void p.clearMaybeInsertedClosing();C=this.$getIndent(c)}var E=C+r.getTabString();return{text:\"\\n\"+E+\"\\n\"+C+f,selection:[1,E.length,1,E.length]}}p.clearMaybeInsertedClosing()}}),this.add(\"braces\",\"deletion\",function(e,t,n,o,r){var s=o.doc.getTextRange(r);if(!r.isMultiLine()&&\"{\"==s){if(d(n),\"}\"==o.doc.getLine(r.start.row).substring(r.end.column,r.end.column+1))return r.end.column++,r;i.maybeInsertedBrackets--}}),this.add(\"parens\",\"insertion\",function(e,t,n,i,o){if(\"(\"==o){d(n);var r=n.getSelectionRange(),s=i.doc.getTextRange(r);if(\"\"!==s&&n.getWrapBehavioursEnabled())return m(r,s,\"(\",\")\");if(p.isSaneInsertion(n,i))return p.recordAutoInsert(n,i,\")\"),{text:\"()\",selection:[1,1]}}else if(\")\"==o){d(n);var a=n.getCursorPosition(),l=i.doc.getLine(a.row);if(\")\"==l.substring(a.column,a.column+1))if(null!==i.$findOpeningBracket(\")\",{column:a.column+1,row:a.row})&&p.isAutoInsertedClosing(a,l,o))return p.popAutoInsertedClosing(),{text:\"\",selection:[1,1]}}}),this.add(\"parens\",\"deletion\",function(e,t,n,i,o){var r=i.doc.getTextRange(o);if(!o.isMultiLine()&&\"(\"==r&&(d(n),\")\"==i.doc.getLine(o.start.row).substring(o.start.column+1,o.start.column+2)))return o.end.column++,o}),this.add(\"brackets\",\"insertion\",function(e,t,n,i,o){if(\"[\"==o){d(n);var r=n.getSelectionRange(),s=i.doc.getTextRange(r);if(\"\"!==s&&n.getWrapBehavioursEnabled())return m(r,s,\"[\",\"]\");if(p.isSaneInsertion(n,i))return p.recordAutoInsert(n,i,\"]\"),{text:\"[]\",selection:[1,1]}}else if(\"]\"==o){d(n);var a=n.getCursorPosition(),l=i.doc.getLine(a.row);if(\"]\"==l.substring(a.column,a.column+1))if(null!==i.$findOpeningBracket(\"]\",{column:a.column+1,row:a.row})&&p.isAutoInsertedClosing(a,l,o))return p.popAutoInsertedClosing(),{text:\"\",selection:[1,1]}}}),this.add(\"brackets\",\"deletion\",function(e,t,n,i,o){var r=i.doc.getTextRange(o);if(!o.isMultiLine()&&\"[\"==r&&(d(n),\"]\"==i.doc.getLine(o.start.row).substring(o.start.column+1,o.start.column+2)))return o.end.column++,o}),this.add(\"string_dquotes\",\"insertion\",function(e,t,n,i,o){var r=i.$mode.$quotes||h;if(1==o.length&&r[o]){if(this.lineCommentStart&&-1!=this.lineCommentStart.indexOf(o))return;d(n);var s=o,a=n.getSelectionRange(),l=i.doc.getTextRange(a);if(!(\"\"===l||1==l.length&&r[l])&&n.getWrapBehavioursEnabled())return m(a,l,s,s);if(!l){var c=n.getCursorPosition(),u=i.doc.getLine(c.row),p=u.substring(c.column-1,c.column),f=u.substring(c.column,c.column+1),g=i.getTokenAt(c.row,c.column),C=i.getTokenAt(c.row,c.column+1);if(\"\\\\\"==p&&g&&/escape/.test(g.type))return null;var E,A=g&&/string|escape/.test(g.type),v=!C||/string|escape/.test(C.type);if(f==s)(E=A!==v)&&/string\\.end/.test(C.type)&&(E=!1);else{if(A&&!v)return null;if(A&&v)return null;var _=i.$mode.tokenRe;_.lastIndex=0;var F=_.test(p);_.lastIndex=0;var b=_.test(p);if(F||b)return null;if(f&&!/[\\s;,.})\\]\\\\]/.test(f))return null;E=!0}return{text:E?s+s:\"\",selection:[1,1]}}}}),this.add(\"string_dquotes\",\"deletion\",function(e,t,n,i,o){var r=i.doc.getTextRange(o);if(!o.isMultiLine()&&('\"'==r||\"'\"==r)&&(d(n),i.doc.getLine(o.start.row).substring(o.start.column+1,o.start.column+2)==r))return o.end.column++,o})};p.isSaneInsertion=function(e,t){var n=e.getCursorPosition(),i=new s(t,n.row,n.column);if(!this.$matchTokenType(i.getCurrentToken()||\"text\",l)){var o=new s(t,n.row,n.column+1);if(!this.$matchTokenType(o.getCurrentToken()||\"text\",l))return!1}return i.stepForward(),i.getCurrentTokenRow()!==n.row||this.$matchTokenType(i.getCurrentToken()||\"text\",c)},p.$matchTokenType=function(e,t){return t.indexOf(e.type||e)>-1},p.recordAutoInsert=function(e,t,n){var o=e.getCursorPosition(),r=t.doc.getLine(o.row);this.isAutoInsertedClosing(o,r,i.autoInsertedLineEnd[0])||(i.autoInsertedBrackets=0),i.autoInsertedRow=o.row,i.autoInsertedLineEnd=n+r.substr(o.column),i.autoInsertedBrackets++},p.recordMaybeInsert=function(e,t,n){var o=e.getCursorPosition(),r=t.doc.getLine(o.row);this.isMaybeInsertedClosing(o,r)||(i.maybeInsertedBrackets=0),i.maybeInsertedRow=o.row,i.maybeInsertedLineStart=r.substr(0,o.column)+n,i.maybeInsertedLineEnd=r.substr(o.column),i.maybeInsertedBrackets++},p.isAutoInsertedClosing=function(e,t,n){return 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strict\";var i=e(\"../tokenizer\").Tokenizer,o=e(\"./text_highlight_rules\").TextHighlightRules,r=e(\"./behaviour/cstyle\").CstyleBehaviour,s=e(\"../unicode\"),a=e(\"../lib/lang\"),l=e(\"../token_iterator\").TokenIterator,c=e(\"../range\").Range,u=function(){this.HighlightRules=o};(function(){this.$defaultBehaviour=new r,this.tokenRe=new RegExp(\"^[\"+s.packages.L+s.packages.Mn+s.packages.Mc+s.packages.Nd+s.packages.Pc+\"\\\\$_]+\",\"g\"),this.nonTokenRe=new RegExp(\"^(?:[^\"+s.packages.L+s.packages.Mn+s.packages.Mc+s.packages.Nd+s.packages.Pc+\"\\\\$_]|\\\\s])+\",\"g\"),this.getTokenizer=function(){return this.$tokenizer||(this.$highlightRules=this.$highlightRules||new this.HighlightRules(this.$highlightRuleConfig),this.$tokenizer=new i(this.$highlightRules.getRules())),this.$tokenizer},this.lineCommentStart=\"\",this.blockComment=\"\",this.toggleCommentLines=function(e,t,n,i){var o=t.doc,r=!0,s=!0,l=1/0,c=t.getTabSize(),u=!1;if(this.lineCommentStart){if(Array.isArray(this.lineCommentStart))f=this.lineCommentStart.map(a.escapeRegExp).join(\"|\"),m=this.lineCommentStart[0];else f=a.escapeRegExp(this.lineCommentStart),m=this.lineCommentStart;f=new RegExp(\"^(\\\\s*)(?:\"+f+\") ?\"),u=t.getUseSoftTabs();E=function(e,t){var n=e.match(f);if(n){var i=n[1].length,r=n[0].length;d(e,i,r)||\" \"!=n[0][r-1]||r--,o.removeInLine(t,i,r)}};var h=m+\" \",d=(C=function(e,t){r&&!/\\S/.test(e)||(d(e,l,l)?o.insertInLine({row:t,column:l},h):o.insertInLine({row:t,column:l},m))},A=function(e,t){return f.test(e)},function(e,t,n){for(var i=0;t--&&\" \"==e.charAt(t);)i++;if(i%c!=0)return!1;for(i=0;\" \"==e.charAt(n++);)i++;return c>2?i%c!=c-1:i%c==0})}else{if(!this.blockComment)return!1;var m=this.blockComment.start,p=this.blockComment.end,f=new RegExp(\"^(\\\\s*)(?:\"+a.escapeRegExp(m)+\")\"),g=new RegExp(\"(?:\"+a.escapeRegExp(p)+\")\\\\s*$\"),C=function(e,t){A(e,t)||r&&!/\\S/.test(e)||(o.insertInLine({row:t,column:e.length},p),o.insertInLine({row:t,column:l},m))},E=function(e,t){var n;(n=e.match(g))&&o.removeInLine(t,e.length-n[0].length,e.length),(n=e.match(f))&&o.removeInLine(t,n[1].length,n[0].length)},A=function(e,n){if(f.test(e))return!0;for(var i=t.getTokens(n),o=0;oe.length&&(_=e.length)}),l==1/0&&(l=_,r=!1,s=!1),u&&l%c!=0&&(l=Math.floor(l/c)*c),v(s?E:C)},this.toggleBlockComment=function(e,t,n,i){var o=this.blockComment;if(o){!o.start&&o[0]&&(o=o[0]);var r,s,a=(f=new l(t,i.row,i.column)).getCurrentToken(),u=(t.selection,t.selection.toOrientedRange());if(a&&/comment/.test(a.type)){for(var h,d;a&&/comment/.test(a.type);){if(-1!=(g=a.value.indexOf(o.start))){var m=f.getCurrentTokenRow(),p=f.getCurrentTokenColumn()+g;h=new c(m,p,m,p+o.start.length);break}a=f.stepBackward()}var f;for(a=(f=new l(t,i.row,i.column)).getCurrentToken();a&&/comment/.test(a.type);){var g;if(-1!=(g=a.value.indexOf(o.end))){m=f.getCurrentTokenRow(),p=f.getCurrentTokenColumn()+g;d=new c(m,p,m,p+o.end.length);break}a=f.stepForward()}d&&t.remove(d),h&&(t.remove(h),r=h.start.row,s=-o.start.length)}else s=o.start.length,r=n.start.row,t.insert(n.end,o.end),t.insert(n.start,o.start);u.start.row==r&&(u.start.column+=s),u.end.row==r&&(u.end.column+=s),t.selection.fromOrientedRange(u)}},this.getNextLineIndent=function(e,t,n){return this.$getIndent(t)},this.checkOutdent=function(e,t,n){return!1},this.autoOutdent=function(e,t,n){},this.$getIndent=function(e){return e.match(/^\\s*/)[0]},this.createWorker=function(e){return null},this.createModeDelegates=function(e){for(var t in this.$embeds=[],this.$modes={},e)e[t]&&(this.$embeds.push(t),this.$modes[t]=new e[t]);var n=[\"toggleBlockComment\",\"toggleCommentLines\",\"getNextLineIndent\",\"checkOutdent\",\"autoOutdent\",\"transformAction\",\"getCompletions\"];for(t=0;tthis.row)){var n=function(t,n,i){var o=\"insert\"==t.action,r=(o?1:-1)*(t.end.row-t.start.row),s=(o?1:-1)*(t.end.column-t.start.column),a=t.start,l=o?a:t.end;if(e(n,a,i))return{row:n.row,column:n.column};if(e(l,n,!i))return{row:n.row+r,column:n.column+(n.row==l.row?s:0)};return{row:a.row,column:a.column}}(t,{row:this.row,column:this.column},this.$insertRight);this.setPosition(n.row,n.column,!0)}},this.setPosition=function(e,t,n){var i;if(i=n?{row:e,column:t}:this.$clipPositionToDocument(e,t),this.row!=i.row||this.column!=i.column){var o={row:this.row,column:this.column};this.row=i.row,this.column=i.column,this._signal(\"change\",{old:o,value:i})}},this.detach=function(){this.document.removeEventListener(\"change\",this.$onChange)},this.attach=function(e){this.document=e||this.document,this.document.on(\"change\",this.$onChange)},this.$clipPositionToDocument=function(e,t){var n={};return e>=this.document.getLength()?(n.row=Math.max(0,this.document.getLength()-1),n.column=this.document.getLine(n.row).length):e<0?(n.row=0,n.column=0):(n.row=e,n.column=Math.min(this.document.getLine(n.row).length,Math.max(0,t))),t<0&&(n.column=0),n}}).call(r.prototype)}),ace.define(\"ace/document\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/apply_delta\",\"ace/lib/event_emitter\",\"ace/range\",\"ace/anchor\"],function(e,t,n){\"use strict\";var i=e(\"./lib/oop\"),o=e(\"./apply_delta\").applyDelta,r=e(\"./lib/event_emitter\").EventEmitter,s=e(\"./range\").Range,a=e(\"./anchor\").Anchor,l=function(e){this.$lines=[\"\"],0===e.length?this.$lines=[\"\"]:Array.isArray(e)?this.insertMergedLines({row:0,column:0},e):this.insert({row:0,column:0},e)};(function(){i.implement(this,r),this.setValue=function(e){var t=this.getLength()-1;this.remove(new s(0,0,t,this.getLine(t).length)),this.insert({row:0,column:0},e)},this.getValue=function(){return this.getAllLines().join(this.getNewLineCharacter())},this.createAnchor=function(e,t){return new a(this,e,t)},0===\"aaa\".split(/a/).length?this.$split=function(e){return e.replace(/\\r\\n|\\r/g,\"\\n\").split(\"\\n\")}:this.$split=function(e){return e.split(/\\r\\n|\\r|\\n/)},this.$detectNewLine=function(e){var t=e.match(/^.*?(\\r\\n|\\r|\\n)/m);this.$autoNewLine=t?t[1]:\"\\n\",this._signal(\"changeNewLineMode\")},this.getNewLineCharacter=function(){switch(this.$newLineMode){case\"windows\":return\"\\r\\n\";case\"unix\":return\"\\n\";default:return this.$autoNewLine||\"\\n\"}},this.$autoNewLine=\"\",this.$newLineMode=\"auto\",this.setNewLineMode=function(e){this.$newLineMode!==e&&(this.$newLineMode=e,this._signal(\"changeNewLineMode\"))},this.getNewLineMode=function(){return this.$newLineMode},this.isNewLine=function(e){return\"\\r\\n\"==e||\"\\r\"==e||\"\\n\"==e},this.getLine=function(e){return this.$lines[e]||\"\"},this.getLines=function(e,t){return this.$lines.slice(e,t+1)},this.getAllLines=function(){return this.getLines(0,this.getLength())},this.getLength=function(){return this.$lines.length},this.getTextRange=function(e){return this.getLinesForRange(e).join(this.getNewLineCharacter())},this.getLinesForRange=function(e){var t;if(e.start.row===e.end.row)t=[this.getLine(e.start.row).substring(e.start.column,e.end.column)];else{(t=this.getLines(e.start.row,e.end.row))[0]=(t[0]||\"\").substring(e.start.column);var n=t.length-1;e.end.row-e.start.row==n&&(t[n]=t[n].substring(0,e.end.column))}return t},this.insertLines=function(e,t){return console.warn(\"Use of document.insertLines is deprecated. Use the insertFullLines method instead.\"),this.insertFullLines(e,t)},this.removeLines=function(e,t){return console.warn(\"Use of document.removeLines is deprecated. Use the removeFullLines method instead.\"),this.removeFullLines(e,t)},this.insertNewLine=function(e){return console.warn(\"Use of document.insertNewLine is deprecated. Use insertMergedLines(position, ['', '']) instead.\"),this.insertMergedLines(e,[\"\",\"\"])},this.insert=function(e,t){return this.getLength()<=1&&this.$detectNewLine(t),this.insertMergedLines(e,this.$split(t))},this.insertInLine=function(e,t){var n=this.clippedPos(e.row,e.column),i=this.pos(e.row,e.column+t.length);return this.applyDelta({start:n,end:i,action:\"insert\",lines:[t]},!0),this.clonePos(i)},this.clippedPos=function(e,t){var n=this.getLength();void 0===e?e=n:e<0?e=0:e>=n&&(e=n-1,t=void 0);var i=this.getLine(e);return void 0==t&&(t=i.length),{row:e,column:t=Math.min(Math.max(t,0),i.length)}},this.clonePos=function(e){return{row:e.row,column:e.column}},this.pos=function(e,t){return{row:e,column:t}},this.$clipPosition=function(e){var t=this.getLength();return e.row>=t?(e.row=Math.max(0,t-1),e.column=this.getLine(t-1).length):(e.row=Math.max(0,e.row),e.column=Math.min(Math.max(e.column,0),this.getLine(e.row).length)),e},this.insertFullLines=function(e,t){var n=0;(e=Math.min(Math.max(e,0),this.getLength()))0,i=t=0&&this.applyDelta({start:this.pos(e,this.getLine(e).length),end:this.pos(e+1,0),action:\"remove\",lines:[\"\",\"\"]})},this.replace=function(e,t){return e instanceof s||(e=s.fromPoints(e.start,e.end)),0===t.length&&e.isEmpty()?e.start:t==this.getTextRange(e)?e.end:(this.remove(e),t?this.insert(e.start,t):e.start)},this.applyDeltas=function(e){for(var t=0;t=0;t--)this.revertDelta(e[t])},this.applyDelta=function(e,t){var n=\"insert\"==e.action;(n?e.lines.length<=1&&!e.lines[0]:!s.comparePoints(e.start,e.end))||(n&&e.lines.length>2e4&&this.$splitAndapplyLargeDelta(e,2e4),o(this.$lines,e,t),this._signal(\"change\",e))},this.$splitAndapplyLargeDelta=function(e,t){for(var n=e.lines,i=n.length,o=e.start.row,r=e.start.column,s=0,a=0;;){s=a,a+=t-1;var l=n.slice(s,a);if(a>i){e.lines=l,e.start.row=o+s,e.start.column=r;break}l.push(\"\"),this.applyDelta({start:this.pos(o+s,r),end:this.pos(o+a,r=0),action:e.action,lines:l},!0)}},this.revertDelta=function(e){this.applyDelta({start:this.clonePos(e.start),end:this.clonePos(e.end),action:\"insert\"==e.action?\"remove\":\"insert\",lines:e.lines.slice()})},this.indexToPosition=function(e,t){for(var n=this.$lines||this.getAllLines(),i=this.getNewLineCharacter().length,o=t||0,r=n.length;o20){n.running=setTimeout(n.$worker,20);break}}n.currentLine=t,-1==i&&(i=t),r<=i&&n.fireUpdateEvent(r,i)}}};(function(){i.implement(this,o),this.setTokenizer=function(e){this.tokenizer=e,this.lines=[],this.states=[],this.start(0)},this.setDocument=function(e){this.doc=e,this.lines=[],this.states=[],this.stop()},this.fireUpdateEvent=function(e,t){var n={first:e,last:t};this._signal(\"update\",{data:n})},this.start=function(e){this.currentLine=Math.min(e||0,this.currentLine,this.doc.getLength()),this.lines.splice(this.currentLine,this.lines.length),this.states.splice(this.currentLine,this.states.length),this.stop(),this.running=setTimeout(this.$worker,700)},this.scheduleStart=function(){this.running||(this.running=setTimeout(this.$worker,700))},this.$updateOnChange=function(e){var t=e.start.row,n=e.end.row-t;if(0===n)this.lines[t]=null;else if(\"remove\"==e.action)this.lines.splice(t,n+1,null),this.states.splice(t,n+1,null);else{var i=Array(n+1);i.unshift(t,1),this.lines.splice.apply(this.lines,i),this.states.splice.apply(this.states,i)}this.currentLine=Math.min(t,this.currentLine,this.doc.getLength()),this.stop()},this.stop=function(){this.running&&clearTimeout(this.running),this.running=!1},this.getTokens=function(e){return this.lines[e]||this.$tokenizeRow(e)},this.getState=function(e){return this.currentLine==e&&this.$tokenizeRow(e),this.states[e]||\"start\"},this.$tokenizeRow=function(e){var t=this.doc.getLine(e),n=this.states[e-1],i=this.tokenizer.getLineTokens(t,n,e);return this.states[e]+\"\"!=i.state+\"\"?(this.states[e]=i.state,this.lines[e+1]=null,this.currentLine>e+1&&(this.currentLine=e+1)):this.currentLine==e&&(this.currentLine=e+1),this.lines[e]=i.tokens}}).call(r.prototype),t.BackgroundTokenizer=r}),ace.define(\"ace/search_highlight\",[\"require\",\"exports\",\"module\",\"ace/lib/lang\",\"ace/lib/oop\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"./lib/lang\"),o=(e(\"./lib/oop\"),e(\"./range\").Range),r=function(e,t,n){this.setRegexp(e),this.clazz=t,this.type=n||\"text\"};(function(){this.MAX_RANGES=500,this.setRegexp=function(e){this.regExp+\"\"!=e+\"\"&&(this.regExp=e,this.cache=[])},this.update=function(e,t,n,r){if(this.regExp)for(var s=r.firstRow,a=r.lastRow,l=s;l<=a;l++){var c=this.cache[l];null==c&&((c=i.getMatchOffsets(n.getLine(l),this.regExp)).length>this.MAX_RANGES&&(c=c.slice(0,this.MAX_RANGES)),c=c.map(function(e){return new o(l,e.offset,l,e.offset+e.length)}),this.cache[l]=c.length?c:\"\");for(var u=c.length;u--;)t.drawSingleLineMarker(e,c[u].toScreenRange(n),this.clazz,r)}}}).call(r.prototype),t.SearchHighlight=r}),ace.define(\"ace/edit_session/fold_line\",[\"require\",\"exports\",\"module\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"../range\").Range;function o(e,t){this.foldData=e,Array.isArray(t)?this.folds=t:t=this.folds=[t];var n=t[t.length-1];this.range=new i(t[0].start.row,t[0].start.column,n.end.row,n.end.column),this.start=this.range.start,this.end=this.range.end,this.folds.forEach(function(e){e.setFoldLine(this)},this)}(function(){this.shiftRow=function(e){this.start.row+=e,this.end.row+=e,this.folds.forEach(function(t){t.start.row+=e,t.end.row+=e})},this.addFold=function(e){if(e.sameRow){if(e.start.rowthis.endRow)throw new Error(\"Can't add a fold to this FoldLine as it has no connection\");this.folds.push(e),this.folds.sort(function(e,t){return-e.range.compareEnd(t.start.row,t.start.column)}),this.range.compareEnd(e.start.row,e.start.column)>0?(this.end.row=e.end.row,this.end.column=e.end.column):this.range.compareStart(e.end.row,e.end.column)<0&&(this.start.row=e.start.row,this.start.column=e.start.column)}else if(e.start.row==this.end.row)this.folds.push(e),this.end.row=e.end.row,this.end.column=e.end.column;else{if(e.end.row!=this.start.row)throw new Error(\"Trying to add fold to FoldRow that doesn't have a matching row\");this.folds.unshift(e),this.start.row=e.start.row,this.start.column=e.start.column}e.foldLine=this},this.containsRow=function(e){return e>=this.start.row&&e<=this.end.row},this.walk=function(e,t,n){var i,o,r=0,s=this.folds,a=!0;null==t&&(t=this.end.row,n=this.end.column);for(var l=0;l0)){var l=i(e,s.start);return 0===a?t&&0!==l?-r-2:r:l>0||0===l&&!t?r:-r-1}}return-r-1},this.add=function(e){var t=!e.isEmpty(),n=this.pointIndex(e.start,t);n<0&&(n=-n-1);var i=this.pointIndex(e.end,t,n);return i<0?i=-i-1:i++,this.ranges.splice(n,i-n,e)},this.addList=function(e){for(var t=[],n=e.length;n--;)t.push.apply(t,this.add(e[n]));return t},this.substractPoint=function(e){var t=this.pointIndex(e);if(t>=0)return this.ranges.splice(t,1)},this.merge=function(){for(var e,t=[],n=this.ranges,o=(n=n.sort(function(e,t){return i(e.start,t.start)}))[0],r=1;r=0},this.containsPoint=function(e){return this.pointIndex(e)>=0},this.rangeAtPoint=function(e){var t=this.pointIndex(e);if(t>=0)return this.ranges[t]},this.clipRows=function(e,t){var n=this.ranges;if(n[0].start.row>t||n[n.length-1].start.rowi)break;if(c.start.row==i&&c.start.column>=t.column&&(c.start.column==t.column&&this.$insertRight||(c.start.column+=r,c.start.row+=o)),c.end.row==i&&c.end.column>=t.column){if(c.end.column==t.column&&this.$insertRight)continue;c.end.column==t.column&&r>0&&ac.start.column&&c.end.column==s[a+1].start.column&&(c.end.column-=r),c.end.column+=r,c.end.row+=o}}}if(0!=o&&a=e)return o;if(o.end.row>e)return null}return null},this.getNextFoldLine=function(e,t){var n=this.$foldData,i=0;for(t&&(i=n.indexOf(t)),-1==i&&(i=0);i=e)return o}return null},this.getFoldedRowCount=function(e,t){for(var n=this.$foldData,i=t-e+1,o=0;o=t){a=e?i-=t-a:i=0);break}s>=e&&(i-=a>=e?s-a:s-e+1)}return i},this.$addFoldLine=function(e){return this.$foldData.push(e),this.$foldData.sort(function(e,t){return e.start.row-t.start.row}),e},this.addFold=function(e,t){var n,i=this.$foldData,s=!1;e instanceof r?n=e:(n=new r(t,e)).collapseChildren=t.collapseChildren,this.$clipRangeToDocument(n.range);var a=n.start.row,l=n.start.column,c=n.end.row,u=n.end.column;if(!(a0&&(this.removeFolds(m),m.forEach(function(e){n.addSubFold(e)}));for(var p=0;p0&&this.foldAll(e.start.row+1,e.end.row,e.collapseChildren-1),e.subFolds=[]},this.expandFolds=function(e){e.forEach(function(e){this.expandFold(e)},this)},this.unfold=function(e,t){var n,o;if(null==e?(n=new i(0,0,this.getLength(),0),t=!0):n=\"number\"==typeof e?new i(e,0,e,this.getLine(e).length):\"row\"in e?i.fromPoints(e,e):e,o=this.getFoldsInRangeList(n),t)this.removeFolds(o);else for(var r=o;r.length;)this.expandFolds(r),r=this.getFoldsInRangeList(n);if(o.length)return o},this.isRowFolded=function(e,t){return!!this.getFoldLine(e,t)},this.getRowFoldEnd=function(e,t){var n=this.getFoldLine(e,t);return n?n.end.row:e},this.getRowFoldStart=function(e,t){var n=this.getFoldLine(e,t);return n?n.start.row:e},this.getFoldDisplayLine=function(e,t,n,i,o){null==i&&(i=e.start.row),null==o&&(o=0),null==t&&(t=e.end.row),null==n&&(n=this.getLine(t).length);var r=this.doc,s=\"\";return e.walk(function(e,t,n,a){if(!(tu)break}while(r&&l.test(r.type));r=o.stepBackward()}else r=o.getCurrentToken();return c.end.row=o.getCurrentTokenRow(),c.end.column=o.getCurrentTokenColumn()+r.value.length-2,c}},this.foldAll=function(e,t,n){void 0==n&&(n=1e5);var i=this.foldWidgets;if(i){t=t||this.getLength();for(var o=e=e||0;o=e){o=r.end.row;try{var s=this.addFold(\"...\",r);s&&(s.collapseChildren=n)}catch(e){}}}}},this.$foldStyles={manual:1,markbegin:1,markbeginend:1},this.$foldStyle=\"markbegin\",this.setFoldStyle=function(e){if(!this.$foldStyles[e])throw new Error(\"invalid fold style: \"+e+\"[\"+Object.keys(this.$foldStyles).join(\", \")+\"]\");if(this.$foldStyle!=e){this.$foldStyle=e,\"manual\"==e&&this.unfold();var t=this.$foldMode;this.$setFolding(null),this.$setFolding(t)}},this.$setFolding=function(e){this.$foldMode!=e&&(this.$foldMode=e,this.off(\"change\",this.$updateFoldWidgets),this.off(\"tokenizerUpdate\",this.$tokenizerUpdateFoldWidgets),this._signal(\"changeAnnotation\"),e&&\"manual\"!=this.$foldStyle?(this.foldWidgets=[],this.getFoldWidget=e.getFoldWidget.bind(e,this,this.$foldStyle),this.getFoldWidgetRange=e.getFoldWidgetRange.bind(e,this,this.$foldStyle),this.$updateFoldWidgets=this.updateFoldWidgets.bind(this),this.$tokenizerUpdateFoldWidgets=this.tokenizerUpdateFoldWidgets.bind(this),this.on(\"change\",this.$updateFoldWidgets),this.on(\"tokenizerUpdate\",this.$tokenizerUpdateFoldWidgets)):this.foldWidgets=null)},this.getParentFoldRangeData=function(e,t){var n=this.foldWidgets;if(!n||t&&n[e])return{};for(var i,o=e-1;o>=0;){var r=n[o];if(null==r&&(r=n[o]=this.getFoldWidget(o)),\"start\"==r){var s=this.getFoldWidgetRange(o);if(i||(i=s),s&&s.end.row>=e)break}o--}return{range:-1!==o&&s,firstRange:i}},this.onFoldWidgetClick=function(e,t){var n={children:(t=t.domEvent).shiftKey,all:t.ctrlKey||t.metaKey,siblings:t.altKey};if(!this.$toggleFoldWidget(e,n)){var i=t.target||t.srcElement;i&&/ace_fold-widget/.test(i.className)&&(i.className+=\" ace_invalid\")}},this.$toggleFoldWidget=function(e,t){if(this.getFoldWidget){var n=this.getFoldWidget(e),i=this.getLine(e),o=\"end\"===n?-1:1,r=this.getFoldAt(e,-1===o?0:i.length,o);if(r)return t.children||t.all?this.removeFold(r):this.expandFold(r),r;var s=this.getFoldWidgetRange(e,!0);if(s&&!s.isMultiLine()&&(r=this.getFoldAt(s.start.row,s.start.column,1))&&s.isEqual(r.range))return this.removeFold(r),r;if(t.siblings){var a=this.getParentFoldRangeData(e);if(a.range)var l=a.range.start.row+1,c=a.range.end.row;this.foldAll(l,c,t.all?1e4:0)}else t.children?(c=s?s.end.row:this.getLength(),this.foldAll(e+1,c,t.all?1e4:0)):s&&(t.all&&(s.collapseChildren=1e4),this.addFold(\"...\",s));return s}},this.toggleFoldWidget=function(e){var t=this.selection.getCursor().row;t=this.getRowFoldStart(t);var n=this.$toggleFoldWidget(t,{});if(!n){var i=this.getParentFoldRangeData(t,!0);if(n=i.range||i.firstRange){t=n.start.row;var o=this.getFoldAt(t,this.getLine(t).length,1);o?this.removeFold(o):this.addFold(\"...\",n)}}},this.updateFoldWidgets=function(e){var t=e.start.row,n=e.end.row-t;if(0===n)this.foldWidgets[t]=null;else if(\"remove\"==e.action)this.foldWidgets.splice(t,n+1,null);else{var i=Array(n+1);i.unshift(t,1),this.foldWidgets.splice.apply(this.foldWidgets,i)}},this.tokenizerUpdateFoldWidgets=function(e){var t=e.data;t.first!=t.last&&this.foldWidgets.length>t.first&&this.foldWidgets.splice(t.first,this.foldWidgets.length)}}}),ace.define(\"ace/edit_session/bracket_match\",[\"require\",\"exports\",\"module\",\"ace/token_iterator\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"../token_iterator\").TokenIterator,o=e(\"../range\").Range;t.BracketMatch=function(){this.findMatchingBracket=function(e,t){if(0==e.column)return null;var n=t||this.getLine(e.row).charAt(e.column-1);if(\"\"==n)return null;var i=n.match(/([\\(\\[\\{])|([\\)\\]\\}])/);return i?i[1]?this.$findClosingBracket(i[1],e):this.$findOpeningBracket(i[2],e):null},this.getBracketRange=function(e){var t,n=this.getLine(e.row),i=!0,r=n.charAt(e.column-1),s=r&&r.match(/([\\(\\[\\{])|([\\)\\]\\}])/);if(s||(r=n.charAt(e.column),e={row:e.row,column:e.column+1},s=r&&r.match(/([\\(\\[\\{])|([\\)\\]\\}])/),i=!1),!s)return null;if(s[1]){if(!(a=this.$findClosingBracket(s[1],e)))return null;t=o.fromPoints(e,a),i||(t.end.column++,t.start.column--),t.cursor=t.end}else{var a;if(!(a=this.$findOpeningBracket(s[2],e)))return null;t=o.fromPoints(a,e),i||(t.start.column++,t.end.column--),t.cursor=t.start}return t},this.$brackets={\")\":\"(\",\"(\":\")\",\"]\":\"[\",\"[\":\"]\",\"{\":\"}\",\"}\":\"{\"},this.$findOpeningBracket=function(e,t,n){var o=this.$brackets[e],r=1,s=new i(this,t.row,t.column),a=s.getCurrentToken();if(a||(a=s.stepForward()),a){n||(n=new RegExp(\"(\\\\.?\"+a.type.replace(\".\",\"\\\\.\").replace(\"rparen\",\".paren\").replace(/\\b(?:end)\\b/,\"(?:start|begin|end)\")+\")+\"));for(var l=t.column-s.getCurrentTokenColumn()-2,c=a.value;;){for(;l>=0;){var u=c.charAt(l);if(u==o){if(0==(r-=1))return{row:s.getCurrentTokenRow(),column:l+s.getCurrentTokenColumn()}}else u==e&&(r+=1);l-=1}do{a=s.stepBackward()}while(a&&!n.test(a.type));if(null==a)break;l=(c=a.value).length-1}return null}},this.$findClosingBracket=function(e,t,n){var o=this.$brackets[e],r=1,s=new i(this,t.row,t.column),a=s.getCurrentToken();if(a||(a=s.stepForward()),a){n||(n=new RegExp(\"(\\\\.?\"+a.type.replace(\".\",\"\\\\.\").replace(\"lparen\",\".paren\").replace(/\\b(?:start|begin)\\b/,\"(?:start|begin|end)\")+\")+\"));for(var l=t.column-s.getCurrentTokenColumn();;){for(var c=a.value,u=c.length;ln&&(this.$docRowCache.splice(n,t),this.$screenRowCache.splice(n,t))},this.$getRowCacheIndex=function(e,t){for(var n=0,i=e.length-1;n<=i;){var o=n+i>>1,r=e[o];if(t>r)n=o+1;else{if(!(t=t);r++);return(n=i[r])?(n.index=r,n.start=o-n.value.length,n):null},this.setUndoManager=function(e){if(this.$undoManager=e,this.$deltas=[],this.$deltasDoc=[],this.$deltasFold=[],this.$informUndoManager&&this.$informUndoManager.cancel(),e){var t=this;this.$syncInformUndoManager=function(){t.$informUndoManager.cancel(),t.$deltasFold.length&&(t.$deltas.push({group:\"fold\",deltas:t.$deltasFold}),t.$deltasFold=[]),t.$deltasDoc.length&&(t.$deltas.push({group:\"doc\",deltas:t.$deltasDoc}),t.$deltasDoc=[]),t.$deltas.length>0&&e.execute({action:\"aceupdate\",args:[t.$deltas,t],merge:t.mergeUndoDeltas}),t.mergeUndoDeltas=!1,t.$deltas=[]},this.$informUndoManager=o.delayedCall(this.$syncInformUndoManager)}},this.markUndoGroup=function(){this.$syncInformUndoManager&&this.$syncInformUndoManager()},this.$defaultUndoManager={undo:function(){},redo:function(){},reset:function(){}},this.getUndoManager=function(){return this.$undoManager||this.$defaultUndoManager},this.getTabString=function(){return this.getUseSoftTabs()?o.stringRepeat(\" \",this.getTabSize()):\"\\t\"},this.setUseSoftTabs=function(e){this.setOption(\"useSoftTabs\",e)},this.getUseSoftTabs=function(){return this.$useSoftTabs&&!this.$mode.$indentWithTabs},this.setTabSize=function(e){this.setOption(\"tabSize\",e)},this.getTabSize=function(){return this.$tabSize},this.isTabStop=function(e){return this.$useSoftTabs&&e.column%this.$tabSize==0},this.setNavigateWithinSoftTabs=function(e){this.setOption(\"navigateWithinSoftTabs\",e)},this.getNavigateWithinSoftTabs=function(){return this.$navigateWithinSoftTabs},this.$overwrite=!1,this.setOverwrite=function(e){this.setOption(\"overwrite\",e)},this.getOverwrite=function(){return this.$overwrite},this.toggleOverwrite=function(){this.setOverwrite(!this.$overwrite)},this.addGutterDecoration=function(e,t){this.$decorations[e]||(this.$decorations[e]=\"\"),this.$decorations[e]+=\" \"+t,this._signal(\"changeBreakpoint\",{})},this.removeGutterDecoration=function(e,t){this.$decorations[e]=(this.$decorations[e]||\"\").replace(\" \"+t,\"\"),this._signal(\"changeBreakpoint\",{})},this.getBreakpoints=function(){return this.$breakpoints},this.setBreakpoints=function(e){this.$breakpoints=[];for(var t=0;t0&&(i=!!n.charAt(t-1).match(this.tokenRe)),i||(i=!!n.charAt(t).match(this.tokenRe)),i)var o=this.tokenRe;else if(/^\\s+$/.test(n.slice(t-1,t+1)))o=/\\s/;else o=this.nonTokenRe;var r=t;if(r>0){do{r--}while(r>=0&&n.charAt(r).match(o));r++}for(var s=t;se&&(e=t.screenWidth)}),this.lineWidgetWidth=e},this.$computeWidth=function(e){if(this.$modified||e){if(this.$modified=!1,this.$useWrapMode)return this.screenWidth=this.$wrapLimit;for(var t=this.doc.getAllLines(),n=this.$rowLengthCache,i=0,o=0,r=this.$foldData[o],s=r?r.start.row:1/0,a=t.length,l=0;ls){if((l=r.end.row+1)>=a)break;s=(r=this.$foldData[o++])?r.start.row:1/0}null==n[l]&&(n[l]=this.$getStringScreenWidth(t[l])[0]),n[l]>i&&(i=n[l])}this.screenWidth=i}},this.getLine=function(e){return this.doc.getLine(e)},this.getLines=function(e,t){return this.doc.getLines(e,t)},this.getLength=function(){return this.doc.getLength()},this.getTextRange=function(e){return this.doc.getTextRange(e||this.selection.getRange())},this.insert=function(e,t){return this.doc.insert(e,t)},this.remove=function(e){return this.doc.remove(e)},this.removeFullLines=function(e,t){return this.doc.removeFullLines(e,t)},this.undoChanges=function(e,t){if(e.length){this.$fromUndo=!0;for(var n=null,i=e.length-1;-1!=i;i--){var o=e[i];\"doc\"==o.group?(this.doc.revertDeltas(o.deltas),n=this.$getUndoSelection(o.deltas,!0,n)):o.deltas.forEach(function(e){this.addFolds(e.folds)},this)}return this.$fromUndo=!1,n&&this.$undoSelect&&!t&&this.selection.setSelectionRange(n),n}},this.redoChanges=function(e,t){if(e.length){this.$fromUndo=!0;for(var n=null,i=0;ie.end.column&&(r.start.column+=u),r.end.row==e.end.row&&r.end.column>e.end.column&&(r.end.column+=u)),s&&r.start.row>=e.end.row&&(r.start.row+=s,r.end.row+=s)}if(r.end=this.insert(r.start,i),o.length){var a=e.start,l=r.start,u=(s=l.row-a.row,l.column-a.column);this.addFolds(o.map(function(e){return(e=e.clone()).start.row==a.row&&(e.start.column+=u),e.end.row==a.row&&(e.end.column+=u),e.start.row+=s,e.end.row+=s,e}))}return r},this.indentRows=function(e,t,n){n=n.replace(/\\t/g,this.getTabString());for(var i=e;i<=t;i++)this.doc.insertInLine({row:i,column:0},n)},this.outdentRows=function(e){for(var t=e.collapseRows(),n=new c(0,0,0,0),i=this.getTabSize(),o=t.start.row;o<=t.end.row;++o){var r=this.getLine(o);n.start.row=o,n.end.row=o;for(var s=0;s0){var o;if((o=this.getRowFoldEnd(t+n))>this.doc.getLength()-1)return 0;i=o-t}else{e=this.$clipRowToDocument(e);i=(t=this.$clipRowToDocument(t))-e+1}var r=new c(e,0,t,Number.MAX_VALUE),s=this.getFoldsInRange(r).map(function(e){return(e=e.clone()).start.row+=i,e.end.row+=i,e}),a=0==n?this.doc.getLines(e,t):this.doc.removeFullLines(e,t);return this.doc.insertFullLines(e+i,a),s.length&&this.addFolds(s),i},this.moveLinesUp=function(e,t){return this.$moveLines(e,t,-1)},this.moveLinesDown=function(e,t){return this.$moveLines(e,t,1)},this.duplicateLines=function(e,t){return this.$moveLines(e,t,0)},this.$clipRowToDocument=function(e){return Math.max(0,Math.min(e,this.doc.getLength()-1))},this.$clipColumnToRow=function(e,t){return t<0?0:Math.min(this.doc.getLine(e).length,t)},this.$clipPositionToDocument=function(e,t){if(t=Math.max(0,t),e<0)e=0,t=0;else{var n=this.doc.getLength();e>=n?(e=n-1,t=this.doc.getLine(n-1).length):t=Math.min(this.doc.getLine(e).length,t)}return{row:e,column:t}},this.$clipRangeToDocument=function(e){e.start.row<0?(e.start.row=0,e.start.column=0):e.start.column=this.$clipColumnToRow(e.start.row,e.start.column);var t=this.doc.getLength()-1;return e.end.row>t?(e.end.row=t,e.end.column=this.doc.getLine(t).length):e.end.column=this.$clipColumnToRow(e.end.row,e.end.column),e},this.$wrapLimit=80,this.$useWrapMode=!1,this.$wrapLimitRange={min:null,max:null},this.setUseWrapMode=function(e){if(e!=this.$useWrapMode){if(this.$useWrapMode=e,this.$modified=!0,this.$resetRowCache(0),e){var t=this.getLength();this.$wrapData=Array(t),this.$updateWrapData(0,t-1)}this._signal(\"changeWrapMode\")}},this.getUseWrapMode=function(){return this.$useWrapMode},this.setWrapLimitRange=function(e,t){this.$wrapLimitRange.min===e&&this.$wrapLimitRange.max===t||(this.$wrapLimitRange={min:e,max:t},this.$modified=!0,this.$useWrapMode&&this._signal(\"changeWrapMode\"))},this.adjustWrapLimit=function(e,t){var n=this.$wrapLimitRange;n.max<0&&(n={min:t,max:t});var i=this.$constrainWrapLimit(e,n.min,n.max);return i!=this.$wrapLimit&&i>1&&(this.$wrapLimit=i,this.$modified=!0,this.$useWrapMode&&(this.$updateWrapData(0,this.getLength()-1),this.$resetRowCache(0),this._signal(\"changeWrapLimit\")),!0)},this.$constrainWrapLimit=function(e,t,n){return t&&(e=Math.max(t,e)),n&&(e=Math.min(n,e)),e},this.getWrapLimit=function(){return this.$wrapLimit},this.setWrapLimit=function(e){this.setWrapLimitRange(e,e)},this.getWrapLimitRange=function(){return{min:this.$wrapLimitRange.min,max:this.$wrapLimitRange.max}},this.$updateInternalDataOnChange=function(e){var t=this.$useWrapMode,n=e.action,i=e.start,o=e.end,r=i.row,s=o.row,a=s-r,l=null;if(this.$updating=!0,0!=a)if(\"remove\"===n){this[t?\"$wrapData\":\"$rowLengthCache\"].splice(r,a);var c=this.$foldData;l=this.getFoldsInRange(e),this.removeFolds(l);var u=0;if(f=this.getFoldLine(o.row)){f.addRemoveChars(o.row,o.column,i.column-o.column),f.shiftRow(-a);var h=this.getFoldLine(r);h&&h!==f&&(h.merge(f),f=h),u=c.indexOf(f)+1}for(;u=o.row&&f.shiftRow(-a)}s=r}else{var d=Array(a);d.unshift(r,0);var m=t?this.$wrapData:this.$rowLengthCache;m.splice.apply(m,d);c=this.$foldData,u=0;if(f=this.getFoldLine(r)){var p=f.range.compareInside(i.row,i.column);0==p?(f=f.split(i.row,i.column))&&(f.shiftRow(a),f.addRemoveChars(s,0,o.column-i.column)):-1==p&&(f.addRemoveChars(r,0,o.column-i.column),f.shiftRow(a)),u=c.indexOf(f)+1}for(;u=r&&f.shiftRow(a)}}else a=Math.abs(e.start.column-e.end.column),\"remove\"===n&&(l=this.getFoldsInRange(e),this.removeFolds(l),a=-a),(f=this.getFoldLine(r))&&f.addRemoveChars(r,i.column,a);return t&&this.$wrapData.length!=this.doc.getLength()&&console.error(\"doc.getLength() and $wrapData.length have to be the same!\"),this.$updating=!1,t?this.$updateWrapData(r,s):this.$updateRowLengthCache(r,s),l},this.$updateRowLengthCache=function(e,t,n){this.$rowLengthCache[e]=null,this.$rowLengthCache[t]=null},this.$updateWrapData=function(n,i){var o,r,s=this.doc.getAllLines(),a=this.getTabSize(),l=this.$wrapData,c=this.$wrapLimit,u=n;for(i=Math.min(i,s.length-1);u<=i;)(r=this.getFoldLine(u,r))?(o=[],r.walk(function(n,i,r,a){var l;if(null!=n){(l=this.$getDisplayTokens(n,o.length))[0]=e;for(var c=1;c=4352&&e<=4447||e>=4515&&e<=4519||e>=4602&&e<=4607||e>=9001&&e<=9002||e>=11904&&e<=11929||e>=11931&&e<=12019||e>=12032&&e<=12245||e>=12272&&e<=12283||e>=12288&&e<=12350||e>=12353&&e<=12438||e>=12441&&e<=12543||e>=12549&&e<=12589||e>=12593&&e<=12686||e>=12688&&e<=12730||e>=12736&&e<=12771||e>=12784&&e<=12830||e>=12832&&e<=12871||e>=12880&&e<=13054||e>=13056&&e<=19903||e>=19968&&e<=42124||e>=42128&&e<=42182||e>=43360&&e<=43388||e>=44032&&e<=55203||e>=55216&&e<=55238||e>=55243&&e<=55291||e>=63744&&e<=64255||e>=65040&&e<=65049||e>=65072&&e<=65106||e>=65108&&e<=65126||e>=65128&&e<=65131||e>=65281&&e<=65376||e>=65504&&e<=65510)}this.$computeWrapSplits=function(i,o,r){if(0==i.length)return[];var s=[],l=i.length,c=0,h=0,d=this.$wrapAsCode,m=this.$indentedSoftWrap,p=o<=Math.max(2*r,8)||!1===m?0:Math.floor(o/2);function f(e){var t=i.slice(c,e),o=t.length;t.join(\"\").replace(/12/g,function(){o-=1}).replace(/2/g,function(){o-=1}),s.length||(g=function(){var e=0;if(0===p)return e;if(m)for(var t=0;to-g;){var C=c+o-g;if(i[C-1]>=n&&i[C]>=n)f(C);else if(i[C]!=e&&i[C]!=t){for(var E=Math.max(C-(o-(o>>2)),c-1);C>E&&i[C]E&&i[C]E&&9==i[C];)C--}else for(;C>E&&i[C]E?f(++C):(2==i[C=c+o]&&C--,f(C-g))}else{for(;C!=c-1&&i[C]!=e;C--);if(C>c){f(C);continue}for(C=c+o;C39&&s<48||s>57&&s<64?o.push(9):s>=4352&&m(s)?o.push(1,2):o.push(1)}return o},this.$getStringScreenWidth=function(e,t,n){if(0==t)return[0,0];var i,o;for(null==t&&(t=1/0),n=n||0,o=0;o=4352&&m(i)?n+=2:n+=1,!(n>t));o++);return[n,o]},this.lineWidgets=null,this.getRowLength=function(e){if(this.lineWidgets)var t=this.lineWidgets[e]&&this.lineWidgets[e].rowCount||0;else t=0;return this.$useWrapMode&&this.$wrapData[e]?this.$wrapData[e].length+1+t:1+t},this.getRowLineCount=function(e){return this.$useWrapMode&&this.$wrapData[e]?this.$wrapData[e].length+1:1},this.getRowWrapIndent=function(e){if(this.$useWrapMode){var t=this.screenToDocumentPosition(e,Number.MAX_VALUE),n=this.$wrapData[t.row];return n.length&&n[0]=0){s=l[c],o=this.$docRowCache[c];var h=e>l[u-1]}else h=!u;for(var d=this.getLength()-1,m=this.getNextFoldLine(o),p=m?m.start.row:1/0;s<=e&&!(s+(a=this.getRowLength(o))>e||o>=d);)s+=a,++o>p&&(o=m.end.row+1,p=(m=this.getNextFoldLine(o,m))?m.start.row:1/0),h&&(this.$docRowCache.push(o),this.$screenRowCache.push(s));if(m&&m.start.row<=o)n=this.getFoldDisplayLine(m),o=m.start.row;else{if(s+a<=e||o>d)return{row:d,column:this.getLine(d).length};n=this.getLine(o),m=null}var f=0;if(this.$useWrapMode){var g=this.$wrapData[o];if(g){var C=Math.floor(e-s);i=g[C],C>0&&g.length&&(f=g.indent,r=g[C-1]||g[g.length-1],n=n.substring(r))}}return r+=this.$getStringScreenWidth(n,t-f)[1],this.$useWrapMode&&r>=i&&(r=i-1),m?m.idxToPosition(r):{row:o,column:r}},this.documentToScreenPosition=function(e,t){if(void 0===t)var n=this.$clipPositionToDocument(e.row,e.column);else n=this.$clipPositionToDocument(e,t);e=n.row,t=n.column;var i,o=0,r=null;(i=this.getFoldAt(e,t,1))&&(e=i.start.row,t=i.start.column);var s,a=0,l=this.$docRowCache,c=this.$getRowCacheIndex(l,e),u=l.length;if(u&&c>=0){a=l[c],o=this.$screenRowCache[c];var h=e>l[u-1]}else h=!u;for(var d=this.getNextFoldLine(a),m=d?d.start.row:1/0;a=m){if((s=d.end.row+1)>e)break;m=(d=this.getNextFoldLine(s,d))?d.start.row:1/0}else s=a+1;o+=this.getRowLength(a),a=s,h&&(this.$docRowCache.push(a),this.$screenRowCache.push(o))}var p=\"\";d&&a>=m?(p=this.getFoldDisplayLine(d,e,t),r=d.start.row):(p=this.getLine(e).substring(0,t),r=e);var f=0;if(this.$useWrapMode){var g=this.$wrapData[r];if(g){for(var C=0;p.length>=g[C];)o++,C++;p=p.substring(g[C-1]||0,p.length),f=C>0?g.indent:0}}return{row:o,column:f+this.$getStringScreenWidth(p)[0]}},this.documentToScreenColumn=function(e,t){return this.documentToScreenPosition(e,t).column},this.documentToScreenRow=function(e,t){return this.documentToScreenPosition(e,t).row},this.getScreenLength=function(){var e=0,t=null;if(this.$useWrapMode)for(var n=this.$wrapData.length,i=0,o=(a=0,(t=this.$foldData[a++])?t.start.row:1/0);io&&(i=t.end.row+1,o=(t=this.$foldData[a++])?t.start.row:1/0)}else{e=this.getLength();for(var s=this.$foldData,a=0;an);r++);return[i,r]})},this.destroy=function(){this.bgTokenizer&&(this.bgTokenizer.setDocument(null),this.bgTokenizer=null),this.$stopWorker()}}.call(m.prototype),e(\"./edit_session/folding\").Folding.call(m.prototype),e(\"./edit_session/bracket_match\").BracketMatch.call(m.prototype),r.defineOptions(m.prototype,\"session\",{wrap:{set:function(e){if(e&&\"off\"!=e?\"free\"==e?e=!0:\"printMargin\"==e?e=-1:\"string\"==typeof e&&(e=parseInt(e,10)||!1):e=!1,this.$wrap!=e)if(this.$wrap=e,e){var t=\"number\"==typeof e?e:null;this.setWrapLimitRange(t,t),this.setUseWrapMode(!0)}else this.setUseWrapMode(!1)},get:function(){return this.getUseWrapMode()?-1==this.$wrap?\"printMargin\":this.getWrapLimitRange().min?this.$wrap:\"free\":\"off\"},handlesSet:!0},wrapMethod:{set:function(e){(e=\"auto\"==e?\"text\"!=this.$mode.type:\"text\"!=e)!=this.$wrapAsCode&&(this.$wrapAsCode=e,this.$useWrapMode&&(this.$modified=!0,this.$resetRowCache(0),this.$updateWrapData(0,this.getLength()-1)))},initialValue:\"auto\"},indentedSoftWrap:{initialValue:!0},firstLineNumber:{set:function(){this._signal(\"changeBreakpoint\")},initialValue:1},useWorker:{set:function(e){this.$useWorker=e,this.$stopWorker(),e&&this.$startWorker()},initialValue:!0},useSoftTabs:{initialValue:!0},tabSize:{set:function(e){isNaN(e)||this.$tabSize===e||(this.$modified=!0,this.$rowLengthCache=[],this.$tabSize=e,this._signal(\"changeTabSize\"))},initialValue:4,handlesSet:!0},navigateWithinSoftTabs:{initialValue:!1},overwrite:{set:function(e){this._signal(\"changeOverwrite\")},initialValue:!1},newLineMode:{set:function(e){this.doc.setNewLineMode(e)},get:function(){return this.doc.getNewLineMode()},handlesSet:!0},mode:{set:function(e){this.setMode(e)},get:function(){return this.$modeId}}}),t.EditSession=m}),ace.define(\"ace/search\",[\"require\",\"exports\",\"module\",\"ace/lib/lang\",\"ace/lib/oop\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"./lib/lang\"),o=e(\"./lib/oop\"),r=e(\"./range\").Range,s=function(){this.$options={}};(function(){this.set=function(e){return o.mixin(this.$options,e),this},this.getOptions=function(){return i.copyObject(this.$options)},this.setOptions=function(e){this.$options=e},this.find=function(e){var t=this.$options,n=this.$matchIterator(e,t);if(!n)return!1;var i=null;return n.forEach(function(e,n,o,s){return i=new r(e,n,o,s),!(n==s&&t.start&&t.start.start&&0!=t.skipCurrent&&i.isEqual(t.start))||(i=null,!1)}),i},this.findAll=function(e){var t=this.$options;if(!t.needle)return[];this.$assembleRegExp(t);var n=t.range,o=n?e.getLines(n.start.row,n.end.row):e.doc.getAllLines(),s=[],a=t.re;if(t.$isMultiLine){var l,c=a.length,u=o.length-c;e:for(var h=a.offset||0;h<=u;h++){for(var d=0;df||(s.push(l=new r(h,f,h+c-1,g)),c>2&&(h=h+c-2))}}else for(var C=0;C_&&s[d].end.row==n.end.row;)d--;for(s=s.slice(C,d+1),C=0,d=s.length;C=a;n--)if(h(n,Number.MAX_VALUE,e))return;if(0!=t.wrap)for(n=l,a=s.row;n>=a;n--)if(h(n,Number.MAX_VALUE,e))return}};else c=function(e){var n=s.row;if(!h(n,s.column,e)){for(n+=1;n<=l;n++)if(h(n,0,e))return;if(0!=t.wrap)for(n=a,l=s.row;n<=l;n++)if(h(n,0,e))return}};if(t.$isMultiLine)var u=n.length,h=function(t,o,r){var s=i?t-u+1:t;if(!(s<0)){var a=e.getLine(s),l=a.search(n[0]);if(!(!i&&lo))return!!r(s,l,s+u-1,h)||void 0}}};else if(i)h=function(t,i,o){var r,s=e.getLine(t),a=[],l=0;for(n.lastIndex=0;r=n.exec(s);){var c=r[0].length;if(l=r.index,!c){if(l>=s.length)break;n.lastIndex=l+=1}if(r.index+c>i)break;a.push(r.index,c)}for(var u=a.length-1;u>=0;u-=2){var h=a[u-1];if(o(t,h,t,h+(c=a[u])))return!0}};else h=function(t,i,o){var r,s=e.getLine(t),a=i;for(n.lastIndex=i;r=n.exec(s);){var l=r[0].length;if(o(t,a=r.index,t,a+l))return!0;if(!l&&(n.lastIndex=a+=1,a>=s.length))return!1}};return{forEach:c}}}).call(s.prototype),t.Search=s}),ace.define(\"ace/keyboard/hash_handler\",[\"require\",\"exports\",\"module\",\"ace/lib/keys\",\"ace/lib/useragent\"],function(e,t,n){\"use strict\";var i=e(\"../lib/keys\"),o=e(\"../lib/useragent\"),r=i.KEY_MODS;function s(e,t){this.platform=t||(o.isMac?\"mac\":\"win\"),this.commands={},this.commandKeyBinding={},this.addCommands(e),this.$singleCommand=!0}function a(e,t){s.call(this,e,t),this.$singleCommand=!1}a.prototype=s.prototype,function(){function e(e){return\"object\"==typeof e&&e.bindKey&&e.bindKey.position||(e.isDefault?-100:0)}this.addCommand=function(e){this.commands[e.name]&&this.removeCommand(e),this.commands[e.name]=e,e.bindKey&&this._buildKeyHash(e)},this.removeCommand=function(e,t){var n=e&&(\"string\"==typeof e?e:e.name);e=this.commands[n],t||delete this.commands[n];var i=this.commandKeyBinding;for(var o in i){var r=i[o];if(r==e)delete i[o];else if(Array.isArray(r)){var s=r.indexOf(e);-1!=s&&(r.splice(s,1),1==r.length&&(i[o]=r[0]))}}},this.bindKey=function(e,t,n){if(\"object\"==typeof e&&e&&(void 0==n&&(n=e.position),e=e[this.platform]),e)return\"function\"==typeof t?this.addCommand({exec:t,bindKey:e,name:t.name||e}):void e.split(\"|\").forEach(function(e){var i=\"\";if(-1!=e.indexOf(\" \")){var o=e.split(/\\s+/);e=o.pop(),o.forEach(function(e){var t=this.parseKeys(e),n=r[t.hashId]+t.key;i+=(i?\" \":\"\")+n,this._addCommandToBinding(i,\"chainKeys\")},this),i+=\" \"}var s=this.parseKeys(e),a=r[s.hashId]+s.key;this._addCommandToBinding(i+a,t,n)},this)},this._addCommandToBinding=function(t,n,i){var o,r=this.commandKeyBinding;if(n)if(!r[t]||this.$singleCommand)r[t]=n;else{Array.isArray(r[t])?-1!=(o=r[t].indexOf(n))&&r[t].splice(o,1):r[t]=[r[t]],\"number\"!=typeof i&&(i=e(n));var s=r[t];for(o=0;oi)break}s.splice(o,0,n)}else delete r[t]},this.addCommands=function(e){e&&Object.keys(e).forEach(function(t){var n=e[t];if(n){if(\"string\"==typeof n)return this.bindKey(n,t);\"function\"==typeof n&&(n={exec:n}),\"object\"==typeof n&&(n.name||(n.name=t),this.addCommand(n))}},this)},this.removeCommands=function(e){Object.keys(e).forEach(function(t){this.removeCommand(e[t])},this)},this.bindKeys=function(e){Object.keys(e).forEach(function(t){this.bindKey(t,e[t])},this)},this._buildKeyHash=function(e){this.bindKey(e.bindKey,e)},this.parseKeys=function(e){var t=e.toLowerCase().split(/[\\-\\+]([\\-\\+])?/).filter(function(e){return e}),n=t.pop(),o=i[n];if(i.FUNCTION_KEYS[o])n=i.FUNCTION_KEYS[o].toLowerCase();else{if(!t.length)return{key:n,hashId:-1};if(1==t.length&&\"shift\"==t[0])return{key:n.toUpperCase(),hashId:-1}}for(var r=0,s=t.length;s--;){var a=i.KEY_MODS[t[s]];if(null==a)return\"undefined\"!=typeof console&&console.error(\"invalid modifier \"+t[s]+\" in \"+e),!1;r|=a}return{key:n,hashId:r}},this.findKeyCommand=function(e,t){var n=r[e]+t;return this.commandKeyBinding[n]},this.handleKeyboard=function(e,t,n,i){if(!(i<0)){var o=r[t]+n,s=this.commandKeyBinding[o];return e.$keyChain&&(e.$keyChain+=\" \"+o,s=this.commandKeyBinding[e.$keyChain]||s),!s||\"chainKeys\"!=s&&\"chainKeys\"!=s[s.length-1]?(e.$keyChain&&(t&&4!=t||1!=n.length?(-1==t||i>0)&&(e.$keyChain=\"\"):e.$keyChain=e.$keyChain.slice(0,-o.length-1)),{command:s}):(e.$keyChain=e.$keyChain||o,{command:\"null\"})}},this.getStatusText=function(e,t){return t.$keyChain||\"\"}}.call(s.prototype),t.HashHandler=s,t.MultiHashHandler=a}),ace.define(\"ace/commands/command_manager\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/keyboard/hash_handler\",\"ace/lib/event_emitter\"],function(e,t,n){\"use strict\";var i=e(\"../lib/oop\"),o=e(\"../keyboard/hash_handler\").MultiHashHandler,r=e(\"../lib/event_emitter\").EventEmitter,s=function(e,t){o.call(this,t,e),this.byName=this.commands,this.setDefaultHandler(\"exec\",function(e){return e.command.exec(e.editor,e.args||{})})};i.inherits(s,o),function(){i.implement(this,r),this.exec=function(e,t,n){if(Array.isArray(e)){for(var i=e.length;i--;)if(this.exec(e[i],t,n))return!0;return!1}if(\"string\"==typeof e&&(e=this.commands[e]),!e)return!1;if(t&&t.$readOnly&&!e.readOnly)return!1;if(e.isAvailable&&!e.isAvailable(t))return!1;var o={editor:t,command:e,args:n};return o.returnValue=this._emit(\"exec\",o),this._signal(\"afterExec\",o),!1!==o.returnValue},this.toggleRecording=function(e){if(!this.$inReplay)return e&&e._emit(\"changeStatus\"),this.recording?(this.macro.pop(),this.removeEventListener(\"exec\",this.$addCommandToMacro),this.macro.length||(this.macro=this.oldMacro),this.recording=!1):(this.$addCommandToMacro||(this.$addCommandToMacro=function(e){this.macro.push([e.command,e.args])}.bind(this)),this.oldMacro=this.macro,this.macro=[],this.on(\"exec\",this.$addCommandToMacro),this.recording=!0)},this.replay=function(e){if(!this.$inReplay&&this.macro){if(this.recording)return this.toggleRecording(e);try{this.$inReplay=!0,this.macro.forEach(function(t){\"string\"==typeof t?this.exec(t,e):this.exec(t[0],e,t[1])},this)}finally{this.$inReplay=!1}}},this.trimMacro=function(e){return e.map(function(e){return\"string\"!=typeof e[0]&&(e[0]=e[0].name),e[1]||(e=e[0]),e})}}.call(s.prototype),t.CommandManager=s}),ace.define(\"ace/commands/default_commands\",[\"require\",\"exports\",\"module\",\"ace/lib/lang\",\"ace/config\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"../lib/lang\"),o=e(\"../config\"),r=e(\"../range\").Range;function s(e,t){return{win:e,mac:t}}t.commands=[{name:\"showSettingsMenu\",bindKey:s(\"Ctrl-,\",\"Command-,\"),exec:function(e){o.loadModule(\"ace/ext/settings_menu\",function(t){t.init(e),e.showSettingsMenu()})},readOnly:!0},{name:\"goToNextError\",bindKey:s(\"Alt-E\",\"F4\"),exec:function(e){o.loadModule(\"ace/ext/error_marker\",function(t){t.showErrorMarker(e,1)})},scrollIntoView:\"animate\",readOnly:!0},{name:\"goToPreviousError\",bindKey:s(\"Alt-Shift-E\",\"Shift-F4\"),exec:function(e){o.loadModule(\"ace/ext/error_marker\",function(t){t.showErrorMarker(e,-1)})},scrollIntoView:\"animate\",readOnly:!0},{name:\"selectall\",bindKey:s(\"Ctrl-A\",\"Command-A\"),exec:function(e){e.selectAll()},readOnly:!0},{name:\"centerselection\",bindKey:s(null,\"Ctrl-L\"),exec:function(e){e.centerSelection()},readOnly:!0},{name:\"gotoline\",bindKey:s(\"Ctrl-L\",\"Command-L\"),exec:function(e){var t=parseInt(prompt(\"Enter line number:\"),10);isNaN(t)||e.gotoLine(t)},readOnly:!0},{name:\"fold\",bindKey:s(\"Alt-L|Ctrl-F1\",\"Command-Alt-L|Command-F1\"),exec:function(e){e.session.toggleFold(!1)},multiSelectAction:\"forEach\",scrollIntoView:\"center\",readOnly:!0},{name:\"unfold\",bindKey:s(\"Alt-Shift-L|Ctrl-Shift-F1\",\"Command-Alt-Shift-L|Command-Shift-F1\"),exec:function(e){e.session.toggleFold(!0)},multiSelectAction:\"forEach\",scrollIntoView:\"center\",readOnly:!0},{name:\"toggleFoldWidget\",bindKey:s(\"F2\",\"F2\"),exec:function(e){e.session.toggleFoldWidget()},multiSelectAction:\"forEach\",scrollIntoView:\"center\",readOnly:!0},{name:\"toggleParentFoldWidget\",bindKey:s(\"Alt-F2\",\"Alt-F2\"),exec:function(e){e.session.toggleFoldWidget(!0)},multiSelectAction:\"forEach\",scrollIntoView:\"center\",readOnly:!0},{name:\"foldall\",bindKey:s(null,\"Ctrl-Command-Option-0\"),exec:function(e){e.session.foldAll()},scrollIntoView:\"center\",readOnly:!0},{name:\"foldOther\",bindKey:s(\"Alt-0\",\"Command-Option-0\"),exec:function(e){e.session.foldAll(),e.session.unfold(e.selection.getAllRanges())},scrollIntoView:\"center\",readOnly:!0},{name:\"unfoldall\",bindKey:s(\"Alt-Shift-0\",\"Command-Option-Shift-0\"),exec:function(e){e.session.unfold()},scrollIntoView:\"center\",readOnly:!0},{name:\"findnext\",bindKey:s(\"Ctrl-K\",\"Command-G\"),exec:function(e){e.findNext()},multiSelectAction:\"forEach\",scrollIntoView:\"center\",readOnly:!0},{name:\"findprevious\",bindKey:s(\"Ctrl-Shift-K\",\"Command-Shift-G\"),exec:function(e){e.findPrevious()},multiSelectAction:\"forEach\",scrollIntoView:\"center\",readOnly:!0},{name:\"selectOrFindNext\",bindKey:s(\"Alt-K\",\"Ctrl-G\"),exec:function(e){e.selection.isEmpty()?e.selection.selectWord():e.findNext()},readOnly:!0},{name:\"selectOrFindPrevious\",bindKey:s(\"Alt-Shift-K\",\"Ctrl-Shift-G\"),exec:function(e){e.selection.isEmpty()?e.selection.selectWord():e.findPrevious()},readOnly:!0},{name:\"find\",bindKey:s(\"Ctrl-F\",\"Command-F\"),exec:function(e){o.loadModule(\"ace/ext/searchbox\",function(t){t.Search(e)})},readOnly:!0},{name:\"overwrite\",bindKey:\"Insert\",exec:function(e){e.toggleOverwrite()},readOnly:!0},{name:\"selecttostart\",bindKey:s(\"Ctrl-Shift-Home\",\"Command-Shift-Home|Command-Shift-Up\"),exec:function(e){e.getSelection().selectFileStart()},multiSelectAction:\"forEach\",readOnly:!0,scrollIntoView:\"animate\",aceCommandGroup:\"fileJump\"},{name:\"gotostart\",bindKey:s(\"Ctrl-Home\",\"Command-Home|Command-Up\"),exec:function(e){e.navigateFileStart()},multiSelectAction:\"forEach\",readOnly:!0,scrollIntoView:\"animate\",aceCommandGroup:\"fileJump\"},{name:\"selectup\",bindKey:s(\"Shift-Up\",\"Shift-Up|Ctrl-Shift-P\"),exec:function(e){e.getSelection().selectUp()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"golineup\",bindKey:s(\"Up\",\"Up|Ctrl-P\"),exec:function(e,t){e.navigateUp(t.times)},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selecttoend\",bindKey:s(\"Ctrl-Shift-End\",\"Command-Shift-End|Command-Shift-Down\"),exec:function(e){e.getSelection().selectFileEnd()},multiSelectAction:\"forEach\",readOnly:!0,scrollIntoView:\"animate\",aceCommandGroup:\"fileJump\"},{name:\"gotoend\",bindKey:s(\"Ctrl-End\",\"Command-End|Command-Down\"),exec:function(e){e.navigateFileEnd()},multiSelectAction:\"forEach\",readOnly:!0,scrollIntoView:\"animate\",aceCommandGroup:\"fileJump\"},{name:\"selectdown\",bindKey:s(\"Shift-Down\",\"Shift-Down|Ctrl-Shift-N\"),exec:function(e){e.getSelection().selectDown()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"golinedown\",bindKey:s(\"Down\",\"Down|Ctrl-N\"),exec:function(e,t){e.navigateDown(t.times)},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selectwordleft\",bindKey:s(\"Ctrl-Shift-Left\",\"Option-Shift-Left\"),exec:function(e){e.getSelection().selectWordLeft()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"gotowordleft\",bindKey:s(\"Ctrl-Left\",\"Option-Left\"),exec:function(e){e.navigateWordLeft()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selecttolinestart\",bindKey:s(\"Alt-Shift-Left\",\"Command-Shift-Left|Ctrl-Shift-A\"),exec:function(e){e.getSelection().selectLineStart()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"gotolinestart\",bindKey:s(\"Alt-Left|Home\",\"Command-Left|Home|Ctrl-A\"),exec:function(e){e.navigateLineStart()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selectleft\",bindKey:s(\"Shift-Left\",\"Shift-Left|Ctrl-Shift-B\"),exec:function(e){e.getSelection().selectLeft()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"gotoleft\",bindKey:s(\"Left\",\"Left|Ctrl-B\"),exec:function(e,t){e.navigateLeft(t.times)},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selectwordright\",bindKey:s(\"Ctrl-Shift-Right\",\"Option-Shift-Right\"),exec:function(e){e.getSelection().selectWordRight()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"gotowordright\",bindKey:s(\"Ctrl-Right\",\"Option-Right\"),exec:function(e){e.navigateWordRight()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selecttolineend\",bindKey:s(\"Alt-Shift-Right\",\"Command-Shift-Right|Shift-End|Ctrl-Shift-E\"),exec:function(e){e.getSelection().selectLineEnd()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"gotolineend\",bindKey:s(\"Alt-Right|End\",\"Command-Right|End|Ctrl-E\"),exec:function(e){e.navigateLineEnd()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selectright\",bindKey:s(\"Shift-Right\",\"Shift-Right\"),exec:function(e){e.getSelection().selectRight()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"gotoright\",bindKey:s(\"Right\",\"Right|Ctrl-F\"),exec:function(e,t){e.navigateRight(t.times)},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selectpagedown\",bindKey:\"Shift-PageDown\",exec:function(e){e.selectPageDown()},readOnly:!0},{name:\"pagedown\",bindKey:s(null,\"Option-PageDown\"),exec:function(e){e.scrollPageDown()},readOnly:!0},{name:\"gotopagedown\",bindKey:s(\"PageDown\",\"PageDown|Ctrl-V\"),exec:function(e){e.gotoPageDown()},readOnly:!0},{name:\"selectpageup\",bindKey:\"Shift-PageUp\",exec:function(e){e.selectPageUp()},readOnly:!0},{name:\"pageup\",bindKey:s(null,\"Option-PageUp\"),exec:function(e){e.scrollPageUp()},readOnly:!0},{name:\"gotopageup\",bindKey:\"PageUp\",exec:function(e){e.gotoPageUp()},readOnly:!0},{name:\"scrollup\",bindKey:s(\"Ctrl-Up\",null),exec:function(e){e.renderer.scrollBy(0,-2*e.renderer.layerConfig.lineHeight)},readOnly:!0},{name:\"scrolldown\",bindKey:s(\"Ctrl-Down\",null),exec:function(e){e.renderer.scrollBy(0,2*e.renderer.layerConfig.lineHeight)},readOnly:!0},{name:\"selectlinestart\",bindKey:\"Shift-Home\",exec:function(e){e.getSelection().selectLineStart()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"selectlineend\",bindKey:\"Shift-End\",exec:function(e){e.getSelection().selectLineEnd()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"togglerecording\",bindKey:s(\"Ctrl-Alt-E\",\"Command-Option-E\"),exec:function(e){e.commands.toggleRecording(e)},readOnly:!0},{name:\"replaymacro\",bindKey:s(\"Ctrl-Shift-E\",\"Command-Shift-E\"),exec:function(e){e.commands.replay(e)},readOnly:!0},{name:\"jumptomatching\",bindKey:s(\"Ctrl-P\",\"Ctrl-P\"),exec:function(e){e.jumpToMatching()},multiSelectAction:\"forEach\",scrollIntoView:\"animate\",readOnly:!0},{name:\"selecttomatching\",bindKey:s(\"Ctrl-Shift-P\",\"Ctrl-Shift-P\"),exec:function(e){e.jumpToMatching(!0)},multiSelectAction:\"forEach\",scrollIntoView:\"animate\",readOnly:!0},{name:\"expandToMatching\",bindKey:s(\"Ctrl-Shift-M\",\"Ctrl-Shift-M\"),exec:function(e){e.jumpToMatching(!0,!0)},multiSelectAction:\"forEach\",scrollIntoView:\"animate\",readOnly:!0},{name:\"passKeysToBrowser\",bindKey:s(null,null),exec:function(){},passEvent:!0,readOnly:!0},{name:\"copy\",exec:function(e){},readOnly:!0},{name:\"cut\",exec:function(e){var t=e.getSelectionRange();e._emit(\"cut\",t),e.selection.isEmpty()||(e.session.remove(t),e.clearSelection())},scrollIntoView:\"cursor\",multiSelectAction:\"forEach\"},{name:\"paste\",exec:function(e,t){e.$handlePaste(t)},scrollIntoView:\"cursor\"},{name:\"removeline\",bindKey:s(\"Ctrl-D\",\"Command-D\"),exec:function(e){e.removeLines()},scrollIntoView:\"cursor\",multiSelectAction:\"forEachLine\"},{name:\"duplicateSelection\",bindKey:s(\"Ctrl-Shift-D\",\"Command-Shift-D\"),exec:function(e){e.duplicateSelection()},scrollIntoView:\"cursor\",multiSelectAction:\"forEach\"},{name:\"sortlines\",bindKey:s(\"Ctrl-Alt-S\",\"Command-Alt-S\"),exec:function(e){e.sortLines()},scrollIntoView:\"selection\",multiSelectAction:\"forEachLine\"},{name:\"togglecomment\",bindKey:s(\"Ctrl-/\",\"Command-/\"),exec:function(e){e.toggleCommentLines()},multiSelectAction:\"forEachLine\",scrollIntoView:\"selectionPart\"},{name:\"toggleBlockComment\",bindKey:s(\"Ctrl-Shift-/\",\"Command-Shift-/\"),exec:function(e){e.toggleBlockComment()},multiSelectAction:\"forEach\",scrollIntoView:\"selectionPart\"},{name:\"modifyNumberUp\",bindKey:s(\"Ctrl-Shift-Up\",\"Alt-Shift-Up\"),exec:function(e){e.modifyNumber(1)},scrollIntoView:\"cursor\",multiSelectAction:\"forEach\"},{name:\"modifyNumberDown\",bindKey:s(\"Ctrl-Shift-Down\",\"Alt-Shift-Down\"),exec:function(e){e.modifyNumber(-1)},scrollIntoView:\"cursor\",multiSelectAction:\"forEach\"},{name:\"replace\",bindKey:s(\"Ctrl-H\",\"Command-Option-F\"),exec:function(e){o.loadModule(\"ace/ext/searchbox\",function(t){t.Search(e,!0)})}},{name:\"undo\",bindKey:s(\"Ctrl-Z\",\"Command-Z\"),exec:function(e){e.undo()}},{name:\"redo\",bindKey:s(\"Ctrl-Shift-Z|Ctrl-Y\",\"Command-Shift-Z|Command-Y\"),exec:function(e){e.redo()}},{name:\"copylinesup\",bindKey:s(\"Alt-Shift-Up\",\"Command-Option-Up\"),exec:function(e){e.copyLinesUp()},scrollIntoView:\"cursor\"},{name:\"movelinesup\",bindKey:s(\"Alt-Up\",\"Option-Up\"),exec:function(e){e.moveLinesUp()},scrollIntoView:\"cursor\"},{name:\"copylinesdown\",bindKey:s(\"Alt-Shift-Down\",\"Command-Option-Down\"),exec:function(e){e.copyLinesDown()},scrollIntoView:\"cursor\"},{name:\"movelinesdown\",bindKey:s(\"Alt-Down\",\"Option-Down\"),exec:function(e){e.moveLinesDown()},scrollIntoView:\"cursor\"},{name:\"del\",bindKey:s(\"Delete\",\"Delete|Ctrl-D|Shift-Delete\"),exec:function(e){e.remove(\"right\")},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"backspace\",bindKey:s(\"Shift-Backspace|Backspace\",\"Ctrl-Backspace|Shift-Backspace|Backspace|Ctrl-H\"),exec:function(e){e.remove(\"left\")},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"cut_or_delete\",bindKey:s(\"Shift-Delete\",null),exec:function(e){if(!e.selection.isEmpty())return!1;e.remove(\"left\")},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"removetolinestart\",bindKey:s(\"Alt-Backspace\",\"Command-Backspace\"),exec:function(e){e.removeToLineStart()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"removetolineend\",bindKey:s(\"Alt-Delete\",\"Ctrl-K\"),exec:function(e){e.removeToLineEnd()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"removewordleft\",bindKey:s(\"Ctrl-Backspace\",\"Alt-Backspace|Ctrl-Alt-Backspace\"),exec:function(e){e.removeWordLeft()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"removewordright\",bindKey:s(\"Ctrl-Delete\",\"Alt-Delete\"),exec:function(e){e.removeWordRight()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"outdent\",bindKey:s(\"Shift-Tab\",\"Shift-Tab\"),exec:function(e){e.blockOutdent()},multiSelectAction:\"forEach\",scrollIntoView:\"selectionPart\"},{name:\"indent\",bindKey:s(\"Tab\",\"Tab\"),exec:function(e){e.indent()},multiSelectAction:\"forEach\",scrollIntoView:\"selectionPart\"},{name:\"blockoutdent\",bindKey:s(\"Ctrl-[\",\"Ctrl-[\"),exec:function(e){e.blockOutdent()},multiSelectAction:\"forEachLine\",scrollIntoView:\"selectionPart\"},{name:\"blockindent\",bindKey:s(\"Ctrl-]\",\"Ctrl-]\"),exec:function(e){e.blockIndent()},multiSelectAction:\"forEachLine\",scrollIntoView:\"selectionPart\"},{name:\"insertstring\",exec:function(e,t){e.insert(t)},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"inserttext\",exec:function(e,t){e.insert(i.stringRepeat(t.text||\"\",t.times||1))},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"splitline\",bindKey:s(null,\"Ctrl-O\"),exec:function(e){e.splitLine()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"transposeletters\",bindKey:s(\"Alt-Shift-X\",\"Ctrl-T\"),exec:function(e){e.transposeLetters()},multiSelectAction:function(e){e.transposeSelections(1)},scrollIntoView:\"cursor\"},{name:\"touppercase\",bindKey:s(\"Ctrl-U\",\"Ctrl-U\"),exec:function(e){e.toUpperCase()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"tolowercase\",bindKey:s(\"Ctrl-Shift-U\",\"Ctrl-Shift-U\"),exec:function(e){e.toLowerCase()},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\"},{name:\"expandtoline\",bindKey:s(\"Ctrl-Shift-L\",\"Command-Shift-L\"),exec:function(e){var t=e.selection.getRange();t.start.column=t.end.column=0,t.end.row++,e.selection.setRange(t,!1)},multiSelectAction:\"forEach\",scrollIntoView:\"cursor\",readOnly:!0},{name:\"joinlines\",bindKey:s(null,null),exec:function(e){for(var t=e.selection.isBackwards(),n=t?e.selection.getSelectionLead():e.selection.getSelectionAnchor(),o=t?e.selection.getSelectionAnchor():e.selection.getSelectionLead(),s=e.session.doc.getLine(n.row).length,a=e.session.doc.getTextRange(e.selection.getRange()).replace(/\\n\\s*/,\" \").length,l=e.session.doc.getLine(n.row),c=n.row+1;c<=o.row+1;c++){var u=i.stringTrimLeft(i.stringTrimRight(e.session.doc.getLine(c)));0!==u.length&&(u=\" \"+u),l+=u}o.row+10?(e.selection.moveCursorTo(n.row,n.column),e.selection.selectTo(n.row,n.column+a)):(s=e.session.doc.getLine(n.row).length>s?s+1:s,e.selection.moveCursorTo(n.row,s))},multiSelectAction:\"forEach\",readOnly:!0},{name:\"invertSelection\",bindKey:s(null,null),exec:function(e){var t=e.session.doc.getLength()-1,n=e.session.doc.getLine(t).length,i=e.selection.rangeList.ranges,o=[];i.length<1&&(i=[e.selection.getRange()]);for(var s=0;s0&&this.$blockScrolling--;var n=t&&t.scrollIntoView;if(n){switch(n){case\"center-animate\":n=\"animate\";case\"center\":this.renderer.scrollCursorIntoView(null,.5);break;case\"animate\":case\"cursor\":this.renderer.scrollCursorIntoView();break;case\"selectionPart\":var i=this.selection.getRange(),o=this.renderer.layerConfig;(i.start.row>=o.lastRow||i.end.row<=o.firstRow)&&this.renderer.scrollSelectionIntoView(this.selection.anchor,this.selection.lead)}\"animate\"==n&&this.renderer.animateScrolling(this.curOp.scrollTop)}this.prevOp=this.curOp,this.curOp=null}},this.$mergeableCommands=[\"backspace\",\"del\",\"insertstring\"],this.$historyTracker=function(e){if(this.$mergeUndoDeltas){var t=this.prevOp,n=this.$mergeableCommands,i=t.command&&e.command.name==t.command.name;if(\"insertstring\"==e.command.name){var o=e.args;void 0===this.mergeNextCommand&&(this.mergeNextCommand=!0),i=i&&this.mergeNextCommand&&(!/\\s/.test(o)||/\\s/.test(t.args)),this.mergeNextCommand=!0}else i=i&&-1!==n.indexOf(e.command.name);\"always\"!=this.$mergeUndoDeltas&&Date.now()-this.sequenceStartTime>2e3&&(i=!1),i?this.session.mergeUndoDeltas=!0:-1!==n.indexOf(e.command.name)&&(this.sequenceStartTime=Date.now())}},this.setKeyboardHandler=function(e,t){if(e&&\"string\"==typeof e){this.$keybindingId=e;var n=this;C.loadModule([\"keybinding\",e],function(i){n.$keybindingId==e&&n.keyBinding.setKeyboardHandler(i&&i.handler),t&&t()})}else this.$keybindingId=null,this.keyBinding.setKeyboardHandler(e),t&&t()},this.getKeyboardHandler=function(){return this.keyBinding.getKeyboardHandler()},this.setSession=function(e){if(this.session!=e){this.curOp&&this.endOperation(),this.curOp={};var t=this.session;if(t){this.session.off(\"change\",this.$onDocumentChange),this.session.off(\"changeMode\",this.$onChangeMode),this.session.off(\"tokenizerUpdate\",this.$onTokenizerUpdate),this.session.off(\"changeTabSize\",this.$onChangeTabSize),this.session.off(\"changeWrapLimit\",this.$onChangeWrapLimit),this.session.off(\"changeWrapMode\",this.$onChangeWrapMode),this.session.off(\"changeFold\",this.$onChangeFold),this.session.off(\"changeFrontMarker\",this.$onChangeFrontMarker),this.session.off(\"changeBackMarker\",this.$onChangeBackMarker),this.session.off(\"changeBreakpoint\",this.$onChangeBreakpoint),this.session.off(\"changeAnnotation\",this.$onChangeAnnotation),this.session.off(\"changeOverwrite\",this.$onCursorChange),this.session.off(\"changeScrollTop\",this.$onScrollTopChange),this.session.off(\"changeScrollLeft\",this.$onScrollLeftChange);var n=this.session.getSelection();n.off(\"changeCursor\",this.$onCursorChange),n.off(\"changeSelection\",this.$onSelectionChange)}this.session=e,e?(this.$onDocumentChange=this.onDocumentChange.bind(this),e.on(\"change\",this.$onDocumentChange),this.renderer.setSession(e),this.$onChangeMode=this.onChangeMode.bind(this),e.on(\"changeMode\",this.$onChangeMode),this.$onTokenizerUpdate=this.onTokenizerUpdate.bind(this),e.on(\"tokenizerUpdate\",this.$onTokenizerUpdate),this.$onChangeTabSize=this.renderer.onChangeTabSize.bind(this.renderer),e.on(\"changeTabSize\",this.$onChangeTabSize),this.$onChangeWrapLimit=this.onChangeWrapLimit.bind(this),e.on(\"changeWrapLimit\",this.$onChangeWrapLimit),this.$onChangeWrapMode=this.onChangeWrapMode.bind(this),e.on(\"changeWrapMode\",this.$onChangeWrapMode),this.$onChangeFold=this.onChangeFold.bind(this),e.on(\"changeFold\",this.$onChangeFold),this.$onChangeFrontMarker=this.onChangeFrontMarker.bind(this),this.session.on(\"changeFrontMarker\",this.$onChangeFrontMarker),this.$onChangeBackMarker=this.onChangeBackMarker.bind(this),this.session.on(\"changeBackMarker\",this.$onChangeBackMarker),this.$onChangeBreakpoint=this.onChangeBreakpoint.bind(this),this.session.on(\"changeBreakpoint\",this.$onChangeBreakpoint),this.$onChangeAnnotation=this.onChangeAnnotation.bind(this),this.session.on(\"changeAnnotation\",this.$onChangeAnnotation),this.$onCursorChange=this.onCursorChange.bind(this),this.session.on(\"changeOverwrite\",this.$onCursorChange),this.$onScrollTopChange=this.onScrollTopChange.bind(this),this.session.on(\"changeScrollTop\",this.$onScrollTopChange),this.$onScrollLeftChange=this.onScrollLeftChange.bind(this),this.session.on(\"changeScrollLeft\",this.$onScrollLeftChange),this.selection=e.getSelection(),this.selection.on(\"changeCursor\",this.$onCursorChange),this.$onSelectionChange=this.onSelectionChange.bind(this),this.selection.on(\"changeSelection\",this.$onSelectionChange),this.onChangeMode(),this.$blockScrolling+=1,this.onCursorChange(),this.$blockScrolling-=1,this.onScrollTopChange(),this.onScrollLeftChange(),this.onSelectionChange(),this.onChangeFrontMarker(),this.onChangeBackMarker(),this.onChangeBreakpoint(),this.onChangeAnnotation(),this.session.getUseWrapMode()&&this.renderer.adjustWrapLimit(),this.renderer.updateFull()):(this.selection=null,this.renderer.setSession(e)),this._signal(\"changeSession\",{session:e,oldSession:t}),this.curOp=null,t&&t._signal(\"changeEditor\",{oldEditor:this}),e&&e._signal(\"changeEditor\",{editor:this}),e&&e.bgTokenizer&&e.bgTokenizer.scheduleStart()}},this.getSession=function(){return this.session},this.setValue=function(e,t){return this.session.doc.setValue(e),t?1==t?this.navigateFileEnd():-1==t&&this.navigateFileStart():this.selectAll(),e},this.getValue=function(){return this.session.getValue()},this.getSelection=function(){return this.selection},this.resize=function(e){this.renderer.onResize(e)},this.setTheme=function(e,t){this.renderer.setTheme(e,t)},this.getTheme=function(){return this.renderer.getTheme()},this.setStyle=function(e){this.renderer.setStyle(e)},this.unsetStyle=function(e){this.renderer.unsetStyle(e)},this.getFontSize=function(){return this.getOption(\"fontSize\")||o.computedStyle(this.container,\"fontSize\")},this.setFontSize=function(e){this.setOption(\"fontSize\",e)},this.$highlightBrackets=function(){if(this.session.$bracketHighlight&&(this.session.removeMarker(this.session.$bracketHighlight),this.session.$bracketHighlight=null),!this.$highlightPending){var e=this;this.$highlightPending=!0,setTimeout(function(){e.$highlightPending=!1;var t=e.session;if(t&&t.bgTokenizer){var n=t.findMatchingBracket(e.getCursorPosition());if(n)var i=new m(n.row,n.column,n.row,n.column+1);else if(t.$mode.getMatching)i=t.$mode.getMatching(e.session);i&&(t.$bracketHighlight=t.addMarker(i,\"ace_bracket\",\"text\"))}},50)}},this.$highlightTags=function(){if(!this.$highlightTagPending){var e=this;this.$highlightTagPending=!0,setTimeout(function(){e.$highlightTagPending=!1;var t=e.session;if(t&&t.bgTokenizer){var n=e.getCursorPosition(),i=new E(e.session,n.row,n.column),o=i.getCurrentToken();if(!o||!/\\b(?:tag-open|tag-name)/.test(o.type))return t.removeMarker(t.$tagHighlight),void(t.$tagHighlight=null);if(-1==o.type.indexOf(\"tag-open\")||(o=i.stepForward())){var r=o.value,s=0,a=i.stepBackward();if(\"<\"==a.value)do{a=o,(o=i.stepForward())&&o.value===r&&-1!==o.type.indexOf(\"tag-name\")&&(\"<\"===a.value?s++:\"=0);else{do{o=a,a=i.stepBackward(),o&&o.value===r&&-1!==o.type.indexOf(\"tag-name\")&&(\"<\"===a.value?s++:\"1||(e=!1)),t.$highlightLineMarker&&!e)t.removeMarker(t.$highlightLineMarker.id),t.$highlightLineMarker=null;else if(!t.$highlightLineMarker&&e){var n=new m(e.row,e.column,e.row,1/0);n.id=t.addMarker(n,\"ace_active-line\",\"screenLine\"),t.$highlightLineMarker=n}else e&&(t.$highlightLineMarker.start.row=e.row,t.$highlightLineMarker.end.row=e.row,t.$highlightLineMarker.start.column=e.column,t._signal(\"changeBackMarker\"))},this.onSelectionChange=function(e){var t=this.session;if(t.$selectionMarker&&t.removeMarker(t.$selectionMarker),t.$selectionMarker=null,this.selection.isEmpty())this.$updateHighlightActiveLine();else{var n=this.selection.getRange(),i=this.getSelectionStyle();t.$selectionMarker=t.addMarker(n,\"ace_selection\",i)}var o=this.$highlightSelectedWord&&this.$getSelectionHighLightRegexp();this.session.highlight(o),this._signal(\"changeSelection\")},this.$getSelectionHighLightRegexp=function(){var e=this.session,t=this.getSelectionRange();if(!t.isEmpty()&&!t.isMultiLine()){var n=t.start.column-1,i=t.end.column+1,o=e.getLine(t.start.row),r=o.length,s=o.substring(Math.max(n,0),Math.min(i,r));if(!(n>=0&&/^[\\w\\d]/.test(s)||i<=r&&/[\\w\\d]$/.test(s)))if(s=o.substring(t.start.column,t.end.column),/^[\\w\\d]+$/.test(s))return this.$search.$assembleRegExp({wholeWord:!0,caseSensitive:!0,needle:s})}},this.onChangeFrontMarker=function(){this.renderer.updateFrontMarkers()},this.onChangeBackMarker=function(){this.renderer.updateBackMarkers()},this.onChangeBreakpoint=function(){this.renderer.updateBreakpoints()},this.onChangeAnnotation=function(){this.renderer.setAnnotations(this.session.getAnnotations())},this.onChangeMode=function(e){this.renderer.updateText(),this._emit(\"changeMode\",e)},this.onChangeWrapLimit=function(){this.renderer.updateFull()},this.onChangeWrapMode=function(){this.renderer.onResize(!0)},this.onChangeFold=function(){this.$updateHighlightActiveLine(),this.renderer.updateFull()},this.getSelectedText=function(){return this.session.getTextRange(this.getSelectionRange())},this.getCopyText=function(){var e=this.getSelectedText();return this._signal(\"copy\",e),e},this.onCopy=function(){this.commands.exec(\"copy\",this)},this.onCut=function(){this.commands.exec(\"cut\",this)},this.onPaste=function(e,t){var n={text:e,event:t};this.commands.exec(\"paste\",this,n)},this.$handlePaste=function(e){\"string\"==typeof e&&(e={text:e}),this._signal(\"paste\",e);var t=e.text;if(!this.inMultiSelectMode||this.inVirtualSelectionMode)this.insert(t);else{var n=t.split(/\\r\\n|\\r|\\n/),i=this.selection.rangeList.ranges;if(n.length>i.length||n.length<2||!n[1])return this.commands.exec(\"insertstring\",this,t);for(var o=i.length;o--;){var r=i[o];r.isEmpty()||this.session.remove(r),this.session.insert(r.start,n[o])}}},this.execCommand=function(e,t){return this.commands.exec(e,this,t)},this.insert=function(e,t){var n=this.session,i=n.getMode(),o=this.getCursorPosition();if(this.getBehavioursEnabled()&&!t){var r=i.transformAction(n.getState(o.row),\"insertion\",this,n,e);r&&(e!==r.text&&(this.session.mergeUndoDeltas=!1,this.$mergeNextCommand=!1),e=r.text)}if(\"\\t\"==e&&(e=this.session.getTabString()),this.selection.isEmpty()){if(this.session.getOverwrite()&&-1==e.indexOf(\"\\n\")){(s=new m.fromPoints(o,o)).end.column+=e.length,this.session.remove(s)}}else{var s=this.getSelectionRange();o=this.session.remove(s),this.clearSelection()}if(\"\\n\"==e||\"\\r\\n\"==e){var a=n.getLine(o.row);if(o.column>a.search(/\\S|$/)){var l=a.substr(o.column).search(/\\S|$/);n.doc.removeInLine(o.row,o.column,o.column+l)}}this.clearSelection();var c=o.column,u=n.getState(o.row),h=(a=n.getLine(o.row),i.checkOutdent(u,a,e));n.insert(o,e);if(r&&r.selection&&(2==r.selection.length?this.selection.setSelectionRange(new m(o.row,c+r.selection[0],o.row,c+r.selection[1])):this.selection.setSelectionRange(new m(o.row+r.selection[0],r.selection[1],o.row+r.selection[2],r.selection[3]))),n.getDocument().isNewLine(e)){var d=i.getNextLineIndent(u,a.slice(0,o.column),n.getTabString());n.insert({row:o.row+1,column:0},d)}h&&i.autoOutdent(u,n,o.row)},this.onTextInput=function(e){this.keyBinding.onTextInput(e)},this.onCommandKey=function(e,t,n){this.keyBinding.onCommandKey(e,t,n)},this.setOverwrite=function(e){this.session.setOverwrite(e)},this.getOverwrite=function(){return this.session.getOverwrite()},this.toggleOverwrite=function(){this.session.toggleOverwrite()},this.setScrollSpeed=function(e){this.setOption(\"scrollSpeed\",e)},this.getScrollSpeed=function(){return this.getOption(\"scrollSpeed\")},this.setDragDelay=function(e){this.setOption(\"dragDelay\",e)},this.getDragDelay=function(){return this.getOption(\"dragDelay\")},this.setSelectionStyle=function(e){this.setOption(\"selectionStyle\",e)},this.getSelectionStyle=function(){return this.getOption(\"selectionStyle\")},this.setHighlightActiveLine=function(e){this.setOption(\"highlightActiveLine\",e)},this.getHighlightActiveLine=function(){return this.getOption(\"highlightActiveLine\")},this.setHighlightGutterLine=function(e){this.setOption(\"highlightGutterLine\",e)},this.getHighlightGutterLine=function(){return this.getOption(\"highlightGutterLine\")},this.setHighlightSelectedWord=function(e){this.setOption(\"highlightSelectedWord\",e)},this.getHighlightSelectedWord=function(){return this.$highlightSelectedWord},this.setAnimatedScroll=function(e){this.renderer.setAnimatedScroll(e)},this.getAnimatedScroll=function(){return this.renderer.getAnimatedScroll()},this.setShowInvisibles=function(e){this.renderer.setShowInvisibles(e)},this.getShowInvisibles=function(){return this.renderer.getShowInvisibles()},this.setDisplayIndentGuides=function(e){this.renderer.setDisplayIndentGuides(e)},this.getDisplayIndentGuides=function(){return this.renderer.getDisplayIndentGuides()},this.setShowPrintMargin=function(e){this.renderer.setShowPrintMargin(e)},this.getShowPrintMargin=function(){return this.renderer.getShowPrintMargin()},this.setPrintMarginColumn=function(e){this.renderer.setPrintMarginColumn(e)},this.getPrintMarginColumn=function(){return this.renderer.getPrintMarginColumn()},this.setReadOnly=function(e){this.setOption(\"readOnly\",e)},this.getReadOnly=function(){return this.getOption(\"readOnly\")},this.setBehavioursEnabled=function(e){this.setOption(\"behavioursEnabled\",e)},this.getBehavioursEnabled=function(){return this.getOption(\"behavioursEnabled\")},this.setWrapBehavioursEnabled=function(e){this.setOption(\"wrapBehavioursEnabled\",e)},this.getWrapBehavioursEnabled=function(){return this.getOption(\"wrapBehavioursEnabled\")},this.setShowFoldWidgets=function(e){this.setOption(\"showFoldWidgets\",e)},this.getShowFoldWidgets=function(){return this.getOption(\"showFoldWidgets\")},this.setFadeFoldWidgets=function(e){this.setOption(\"fadeFoldWidgets\",e)},this.getFadeFoldWidgets=function(){return this.getOption(\"fadeFoldWidgets\")},this.remove=function(e){this.selection.isEmpty()&&(\"left\"==e?this.selection.selectLeft():this.selection.selectRight());var t=this.getSelectionRange();if(this.getBehavioursEnabled()){var n=this.session,i=n.getState(t.start.row),o=n.getMode().transformAction(i,\"deletion\",this,n,t);if(0===t.end.column){var r=n.getTextRange(t);if(\"\\n\"==r[r.length-1]){var s=n.getLine(t.end.row);/^\\s+$/.test(s)&&(t.end.column=s.length)}}o&&(t=o)}this.session.remove(t),this.clearSelection()},this.removeWordRight=function(){this.selection.isEmpty()&&this.selection.selectWordRight(),this.session.remove(this.getSelectionRange()),this.clearSelection()},this.removeWordLeft=function(){this.selection.isEmpty()&&this.selection.selectWordLeft(),this.session.remove(this.getSelectionRange()),this.clearSelection()},this.removeToLineStart=function(){this.selection.isEmpty()&&this.selection.selectLineStart(),this.session.remove(this.getSelectionRange()),this.clearSelection()},this.removeToLineEnd=function(){this.selection.isEmpty()&&this.selection.selectLineEnd();var e=this.getSelectionRange();e.start.column==e.end.column&&e.start.row==e.end.row&&(e.end.column=0,e.end.row++),this.session.remove(e),this.clearSelection()},this.splitLine=function(){this.selection.isEmpty()||(this.session.remove(this.getSelectionRange()),this.clearSelection());var e=this.getCursorPosition();this.insert(\"\\n\"),this.moveCursorToPosition(e)},this.transposeLetters=function(){if(this.selection.isEmpty()){var e=this.getCursorPosition(),t=e.column;if(0!==t){var n,i,o=this.session.getLine(e.row);tt.toLowerCase()?1:0});for(var i=new m(0,0,0,0),o=e.first;o<=e.last;o++){var r=t.getLine(o);i.start.row=o,i.end.row=o,i.end.column=r.length,t.replace(i,n[o-e.first])}},this.toggleCommentLines=function(){var e=this.session.getState(this.getCursorPosition().row),t=this.$getSelectedRows();this.session.getMode().toggleCommentLines(e,this.session,t.first,t.last)},this.toggleBlockComment=function(){var e=this.getCursorPosition(),t=this.session.getState(e.row),n=this.getSelectionRange();this.session.getMode().toggleBlockComment(t,this.session,n,e)},this.getNumberAt=function(e,t){var n=/[\\-]?[0-9]+(?:\\.[0-9]+)?/g;n.lastIndex=0;for(var i=this.session.getLine(e);n.lastIndex=t)return{value:o[0],start:o.index,end:o.index+o[0].length}}return null},this.modifyNumber=function(e){var t=this.selection.getCursor().row,n=this.selection.getCursor().column,i=new m(t,n-1,t,n),o=this.session.getTextRange(i);if(!isNaN(parseFloat(o))&&isFinite(o)){var r=this.getNumberAt(t,n);if(r){var s=r.value.indexOf(\".\")>=0?r.start+r.value.indexOf(\".\")+1:r.end,a=r.start+r.value.length-s,l=parseFloat(r.value);l*=Math.pow(10,a),s!==r.end&&nm+1)break;m=p.last}for(u--,a=this.session.$moveLines(d,m,t?0:e),t&&-1==e&&(h=u+1);h<=u;)s[h].moveBy(a,0),h++;t||(a=0),l+=a}o.fromOrientedRange(o.ranges[0]),o.rangeList.attach(this.session),this.inVirtualSelectionMode=!1}},this.$getSelectedRows=function(e){return e=(e||this.getSelectionRange()).collapseRows(),{first:this.session.getRowFoldStart(e.start.row),last:this.session.getRowFoldEnd(e.end.row)}},this.onCompositionStart=function(e){this.renderer.showComposition(this.getCursorPosition())},this.onCompositionUpdate=function(e){this.renderer.setCompositionText(e)},this.onCompositionEnd=function(){this.renderer.hideComposition()},this.getFirstVisibleRow=function(){return this.renderer.getFirstVisibleRow()},this.getLastVisibleRow=function(){return this.renderer.getLastVisibleRow()},this.isRowVisible=function(e){return e>=this.getFirstVisibleRow()&&e<=this.getLastVisibleRow()},this.isRowFullyVisible=function(e){return e>=this.renderer.getFirstFullyVisibleRow()&&e<=this.renderer.getLastFullyVisibleRow()},this.$getVisibleRowCount=function(){return this.renderer.getScrollBottomRow()-this.renderer.getScrollTopRow()+1},this.$moveByPage=function(e,t){var n=this.renderer,i=this.renderer.layerConfig,o=e*Math.floor(i.height/i.lineHeight);this.$blockScrolling++,!0===t?this.selection.$moveSelection(function(){this.moveCursorBy(o,0)}):!1===t&&(this.selection.moveCursorBy(o,0),this.selection.clearSelection()),this.$blockScrolling--;var r=n.scrollTop;n.scrollBy(0,o*i.lineHeight),null!=t&&n.scrollCursorIntoView(null,.5),n.animateScrolling(r)},this.selectPageDown=function(){this.$moveByPage(1,!0)},this.selectPageUp=function(){this.$moveByPage(-1,!0)},this.gotoPageDown=function(){this.$moveByPage(1,!1)},this.gotoPageUp=function(){this.$moveByPage(-1,!1)},this.scrollPageDown=function(){this.$moveByPage(1)},this.scrollPageUp=function(){this.$moveByPage(-1)},this.scrollToRow=function(e){this.renderer.scrollToRow(e)},this.scrollToLine=function(e,t,n,i){this.renderer.scrollToLine(e,t,n,i)},this.centerSelection=function(){var e=this.getSelectionRange(),t={row:Math.floor(e.start.row+(e.end.row-e.start.row)/2),column:Math.floor(e.start.column+(e.end.column-e.start.column)/2)};this.renderer.alignCursor(t,.5)},this.getCursorPosition=function(){return this.selection.getCursor()},this.getCursorPositionScreen=function(){return this.session.documentToScreenPosition(this.getCursorPosition())},this.getSelectionRange=function(){return this.selection.getRange()},this.selectAll=function(){this.$blockScrolling+=1,this.selection.selectAll(),this.$blockScrolling-=1},this.clearSelection=function(){this.selection.clearSelection()},this.moveCursorTo=function(e,t){this.selection.moveCursorTo(e,t)},this.moveCursorToPosition=function(e){this.selection.moveCursorToPosition(e)},this.jumpToMatching=function(e,t){var n=this.getCursorPosition(),i=new E(this.session,n.row,n.column),o=i.getCurrentToken(),r=o||i.stepForward();if(r){var s,a,l=!1,c={},u=n.column-r.start,h={\")\":\"(\",\"(\":\"(\",\"]\":\"[\",\"[\":\"[\",\"{\":\"{\",\"}\":\"{\"};do{if(r.value.match(/[{}()\\[\\]]/g)){for(;u=0;--r)this.$tryReplace(n[r],e)&&i++;return this.selection.setSelectionRange(o),this.$blockScrolling-=1,i},this.$tryReplace=function(e,t){var n=this.session.getTextRange(e);return null!==(t=this.$search.replace(n,t))?(e.end=this.session.replace(e,t),e):null},this.getLastSearchOptions=function(){return this.$search.getOptions()},this.find=function(e,t,n){t||(t={}),\"string\"==typeof e||e instanceof RegExp?t.needle=e:\"object\"==typeof e&&i.mixin(t,e);var o=this.selection.getRange();null==t.needle&&((e=this.session.getTextRange(o)||this.$search.$options.needle)||(o=this.session.getWordRange(o.start.row,o.start.column),e=this.session.getTextRange(o)),this.$search.set({needle:e})),this.$search.set(t),t.start||this.$search.set({start:o});var r=this.$search.find(this.session);return t.preventScroll?r:r?(this.revealRange(r,n),r):(t.backwards?o.start=o.end:o.end=o.start,void this.selection.setRange(o))},this.findNext=function(e,t){this.find({skipCurrent:!0,backwards:!1},e,t)},this.findPrevious=function(e,t){this.find(e,{skipCurrent:!0,backwards:!0},t)},this.revealRange=function(e,t){this.$blockScrolling+=1,this.session.unfold(e),this.selection.setSelectionRange(e),this.$blockScrolling-=1;var n=this.renderer.scrollTop;this.renderer.scrollSelectionIntoView(e.start,e.end,.5),!1!==t&&this.renderer.animateScrolling(n)},this.undo=function(){this.$blockScrolling++,this.session.getUndoManager().undo(),this.$blockScrolling--,this.renderer.scrollCursorIntoView(null,.5)},this.redo=function(){this.$blockScrolling++,this.session.getUndoManager().redo(),this.$blockScrolling--,this.renderer.scrollCursorIntoView(null,.5)},this.destroy=function(){this.renderer.destroy(),this._signal(\"destroy\",this),this.session&&this.session.destroy()},this.setAutoScrollEditorIntoView=function(e){if(e){var t,n=this,i=!1;this.$scrollAnchor||(this.$scrollAnchor=document.createElement(\"div\"));var o=this.$scrollAnchor;o.style.cssText=\"position:absolute\",this.container.insertBefore(o,this.container.firstChild);var r=this.on(\"changeSelection\",function(){i=!0}),s=this.renderer.on(\"beforeRender\",function(){i&&(t=n.renderer.container.getBoundingClientRect())}),a=this.renderer.on(\"afterRender\",function(){if(i&&t&&(n.isFocused()||n.searchBox&&n.searchBox.isFocused())){var e=n.renderer,r=e.$cursorLayer.$pixelPos,s=e.layerConfig,a=r.top-s.offset;null!=(i=r.top>=0&&a+t.top<0||!(r.topwindow.innerHeight)&&null)&&(o.style.top=a+\"px\",o.style.left=r.left+\"px\",o.style.height=s.lineHeight+\"px\",o.scrollIntoView(i)),i=t=null}});this.setAutoScrollEditorIntoView=function(e){e||(delete this.setAutoScrollEditorIntoView,this.off(\"changeSelection\",r),this.renderer.off(\"afterRender\",a),this.renderer.off(\"beforeRender\",s))}}},this.$resetCursorStyle=function(){var e=this.$cursorStyle||\"ace\",t=this.renderer.$cursorLayer;t&&(t.setSmoothBlinking(/smooth/.test(e)),t.isBlinking=!this.$readOnly&&\"wide\"!=e,o.setCssClass(t.element,\"ace_slim-cursors\",/slim/.test(e)))}}.call(A.prototype),C.defineOptions(A.prototype,\"editor\",{selectionStyle:{set:function(e){this.onSelectionChange(),this._signal(\"changeSelectionStyle\",{data:e})},initialValue:\"line\"},highlightActiveLine:{set:function(){this.$updateHighlightActiveLine()},initialValue:!0},highlightSelectedWord:{set:function(e){this.$onSelectionChange()},initialValue:!0},readOnly:{set:function(e){this.$resetCursorStyle()},initialValue:!1},cursorStyle:{set:function(e){this.$resetCursorStyle()},values:[\"ace\",\"slim\",\"smooth\",\"wide\"],initialValue:\"ace\"},mergeUndoDeltas:{values:[!1,!0,\"always\"],initialValue:!0},behavioursEnabled:{initialValue:!0},wrapBehavioursEnabled:{initialValue:!0},autoScrollEditorIntoView:{set:function(e){this.setAutoScrollEditorIntoView(e)}},keyboardHandler:{set:function(e){this.setKeyboardHandler(e)},get:function(){return this.keybindingId},handlesSet:!0},hScrollBarAlwaysVisible:\"renderer\",vScrollBarAlwaysVisible:\"renderer\",highlightGutterLine:\"renderer\",animatedScroll:\"renderer\",showInvisibles:\"renderer\",showPrintMargin:\"renderer\",printMarginColumn:\"renderer\",printMargin:\"renderer\",fadeFoldWidgets:\"renderer\",showFoldWidgets:\"renderer\",showLineNumbers:\"renderer\",showGutter:\"renderer\",displayIndentGuides:\"renderer\",fontSize:\"renderer\",fontFamily:\"renderer\",maxLines:\"renderer\",minLines:\"renderer\",scrollPastEnd:\"renderer\",fixedWidthGutter:\"renderer\",theme:\"renderer\",scrollSpeed:\"$mouseHandler\",dragDelay:\"$mouseHandler\",dragEnabled:\"$mouseHandler\",focusTimout:\"$mouseHandler\",tooltipFollowsMouse:\"$mouseHandler\",firstLineNumber:\"session\",overwrite:\"session\",newLineMode:\"session\",useWorker:\"session\",useSoftTabs:\"session\",tabSize:\"session\",wrap:\"session\",indentedSoftWrap:\"session\",foldStyle:\"session\",mode:\"session\"}),t.Editor=A}),ace.define(\"ace/undomanager\",[\"require\",\"exports\",\"module\"],function(e,t,n){\"use strict\";var i=function(){this.reset()};(function(){function e(e){return{action:e.action,start:e.start,end:e.end,lines:1==e.lines.length?null:e.lines,text:1==e.lines.length?e.lines[0]:null}}function t(e){return{action:e.action,start:e.start,end:e.end,lines:e.lines||[e.text]}}function n(e,t){for(var n=new Array(e.length),i=0;i0},this.hasRedo=function(){return this.$redoStack.length>0},this.markClean=function(){this.dirtyCounter=0},this.isClean=function(){return 0===this.dirtyCounter},this.$serializeDeltas=function(t){return n(t,e)},this.$deserializeDeltas=function(e){return n(e,t)}}).call(i.prototype),t.UndoManager=i}),ace.define(\"ace/layer/gutter\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\",\"ace/lib/oop\",\"ace/lib/lang\",\"ace/lib/event_emitter\"],function(e,t,n){\"use strict\";var i=e(\"../lib/dom\"),o=e(\"../lib/oop\"),r=e(\"../lib/lang\"),s=e(\"../lib/event_emitter\").EventEmitter,a=function(e){this.element=i.createElement(\"div\"),this.element.className=\"ace_layer ace_gutter-layer\",e.appendChild(this.element),this.setShowFoldWidgets(this.$showFoldWidgets),this.gutterWidth=0,this.$annotations=[],this.$updateAnnotations=this.$updateAnnotations.bind(this),this.$cells=[]};(function(){o.implement(this,s),this.setSession=function(e){this.session&&this.session.removeEventListener(\"change\",this.$updateAnnotations),this.session=e,e&&e.on(\"change\",this.$updateAnnotations)},this.addGutterDecoration=function(e,t){window.console&&console.warn&&console.warn(\"deprecated use session.addGutterDecoration\"),this.session.addGutterDecoration(e,t)},this.removeGutterDecoration=function(e,t){window.console&&console.warn&&console.warn(\"deprecated use session.removeGutterDecoration\"),this.session.removeGutterDecoration(e,t)},this.setAnnotations=function(e){this.$annotations=[];for(var t=0;ts&&(f=r.end.row+1,s=(r=t.getNextFoldLine(f,r))?r.start.row:1/0),f>o){for(;this.$cells.length>p+1;)m=this.$cells.pop(),this.element.removeChild(m.element);break}(m=this.$cells[++p])||((m={element:null,textNode:null,foldWidget:null}).element=i.createElement(\"div\"),m.textNode=document.createTextNode(\"\"),m.element.appendChild(m.textNode),this.element.appendChild(m.element),this.$cells[p]=m);var g=\"ace_gutter-cell \";if(l[f]&&(g+=l[f]),c[f]&&(g+=c[f]),this.$annotations[f]&&(g+=this.$annotations[f].className),m.element.className!=g&&(m.element.className=g),(E=t.getRowLength(f)*e.lineHeight+\"px\")!=m.element.style.height&&(m.element.style.height=E),a){var C=a[f];null==C&&(C=a[f]=t.getFoldWidget(f))}if(C){m.foldWidget||(m.foldWidget=i.createElement(\"span\"),m.element.appendChild(m.foldWidget));g=\"ace_fold-widget ace_\"+C;\"start\"==C&&f==s&&fn.right-t.right?\"foldWidgets\":void 0}}).call(a.prototype),t.Gutter=a}),ace.define(\"ace/layer/marker\",[\"require\",\"exports\",\"module\",\"ace/range\",\"ace/lib/dom\"],function(e,t,n){\"use strict\";var i=e(\"../range\").Range,o=e(\"../lib/dom\"),r=function(e){this.element=o.createElement(\"div\"),this.element.className=\"ace_layer ace_marker-layer\",e.appendChild(this.element)};(function(){this.$padding=0,this.setPadding=function(e){this.$padding=e},this.setSession=function(e){this.session=e},this.setMarkers=function(e){this.markers=e},this.update=function(e){if(e){this.config=e;var t=[];for(var n in this.markers){var i=this.markers[n];if(i.range){var o=i.range.clipRows(e.firstRow,e.lastRow);if(!o.isEmpty())if(o=o.toScreenRange(this.session),i.renderer){var r=this.$getTop(o.start.row,e),s=this.$padding+o.start.column*e.characterWidth;i.renderer(t,o,s,r,e)}else\"fullLine\"==i.type?this.drawFullLineMarker(t,o,i.clazz,e):\"screenLine\"==i.type?this.drawScreenLineMarker(t,o,i.clazz,e):o.isMultiLine()?\"text\"==i.type?this.drawTextMarker(t,o,i.clazz,e):this.drawMultiLineMarker(t,o,i.clazz,e):this.drawSingleLineMarker(t,o,i.clazz+\" ace_start ace_br15\",e)}else i.update(t,this,this.session,e)}this.element.innerHTML=t.join(\"\")}},this.$getTop=function(e,t){return(e-t.firstRowScreen)*t.lineHeight},this.drawTextMarker=function(e,t,n,o,r){for(var s=this.session,a=t.start.row,l=t.end.row,c=a,u=0,h=0,d=s.getScreenLastRowColumn(c),m=new i(c,t.start.column,c,h);c<=l;c++)m.start.row=m.end.row=c,m.start.column=c==a?t.start.column:s.getRowWrapIndent(c),m.end.column=d,u=h,h=d,d=c+1d?4:0)|(c==l?8:0)),o,c==l?0:1,r)},this.drawMultiLineMarker=function(e,t,n,i,o){var r=this.$padding,s=i.lineHeight,a=this.$getTop(t.start.row,i),l=r+t.start.column*i.characterWidth;o=o||\"\",e.push(\"
                                          \"),a=this.$getTop(t.end.row,i);var c=t.end.column*i.characterWidth;if(e.push(\"
                                          \"),!((s=(t.end.row-t.start.row-1)*i.lineHeight)<=0)){a=this.$getTop(t.start.row+1,i);var u=(t.start.column?1:0)|(t.end.column?0:8);e.push(\"
                                          \")}},this.drawSingleLineMarker=function(e,t,n,i,o,r){var s=i.lineHeight,a=(t.end.column+(o||0)-t.start.column)*i.characterWidth,l=this.$getTop(t.start.row,i),c=this.$padding+t.start.column*i.characterWidth;e.push(\"
                                          \")},this.drawFullLineMarker=function(e,t,n,i,o){var r=this.$getTop(t.start.row,i),s=i.lineHeight;t.start.row!=t.end.row&&(s+=this.$getTop(t.end.row,i)-r),e.push(\"
                                          \")},this.drawScreenLineMarker=function(e,t,n,i,o){var r=this.$getTop(t.start.row,i),s=i.lineHeight;e.push(\"
                                          \")}}).call(r.prototype),t.Marker=r}),ace.define(\"ace/layer/text\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/dom\",\"ace/lib/lang\",\"ace/lib/useragent\",\"ace/lib/event_emitter\"],function(e,t,n){\"use strict\";var i=e(\"../lib/oop\"),o=e(\"../lib/dom\"),r=e(\"../lib/lang\"),s=(e(\"../lib/useragent\"),e(\"../lib/event_emitter\").EventEmitter),a=function(e){this.element=o.createElement(\"div\"),this.element.className=\"ace_layer ace_text-layer\",e.appendChild(this.element),this.$updateEolChar=this.$updateEolChar.bind(this)};(function(){i.implement(this,s),this.EOF_CHAR=\"¶\",this.EOL_CHAR_LF=\"¬\",this.EOL_CHAR_CRLF=\"¤\",this.EOL_CHAR=this.EOL_CHAR_LF,this.TAB_CHAR=\"—\",this.SPACE_CHAR=\"·\",this.$padding=0,this.$updateEolChar=function(){var e=\"\\n\"==this.session.doc.getNewLineCharacter()?this.EOL_CHAR_LF:this.EOL_CHAR_CRLF;if(this.EOL_CHAR!=e)return this.EOL_CHAR=e,!0},this.setPadding=function(e){this.$padding=e,this.element.style.padding=\"0 \"+e+\"px\"},this.getLineHeight=function(){return this.$fontMetrics.$characterSize.height||0},this.getCharacterWidth=function(){return this.$fontMetrics.$characterSize.width||0},this.$setFontMetrics=function(e){this.$fontMetrics=e,this.$fontMetrics.on(\"changeCharacterSize\",function(e){this._signal(\"changeCharacterSize\",e)}.bind(this)),this.$pollSizeChanges()},this.checkForSizeChanges=function(){this.$fontMetrics.checkForSizeChanges()},this.$pollSizeChanges=function(){return this.$pollSizeChangesTimer=this.$fontMetrics.$pollSizeChanges()},this.setSession=function(e){this.session=e,e&&this.$computeTabString()},this.showInvisibles=!1,this.setShowInvisibles=function(e){return this.showInvisibles!=e&&(this.showInvisibles=e,this.$computeTabString(),!0)},this.displayIndentGuides=!0,this.setDisplayIndentGuides=function(e){return this.displayIndentGuides!=e&&(this.displayIndentGuides=e,this.$computeTabString(),!0)},this.$tabStrings=[],this.onChangeTabSize=this.$computeTabString=function(){var e=this.session.getTabSize();this.tabSize=e;for(var t=this.$tabStrings=[0],n=1;n\"+r.stringRepeat(this.TAB_CHAR,n)+\"\"):t.push(r.stringRepeat(\" \",n));if(this.displayIndentGuides){this.$indentGuideRe=/\\s\\S| \\t|\\t |\\s$/;var i=\"ace_indent-guide\",o=\"\",s=\"\";if(this.showInvisibles){i+=\" ace_invisible\",o=\" ace_invisible_space\",s=\" ace_invisible_tab\";var a=r.stringRepeat(this.SPACE_CHAR,this.tabSize),l=r.stringRepeat(this.TAB_CHAR,this.tabSize)}else l=a=r.stringRepeat(\" \",this.tabSize);this.$tabStrings[\" \"]=\"\"+a+\"\",this.$tabStrings[\"\\t\"]=\"\"+l+\"\"}},this.updateLines=function(e,t,n){this.config.lastRow==e.lastRow&&this.config.firstRow==e.firstRow||this.scrollLines(e),this.config=e;for(var i=Math.max(t,e.firstRow),o=Math.min(n,e.lastRow),r=this.element.childNodes,s=0,a=e.firstRow;ac&&(a=l.end.row+1,c=(l=this.session.getNextFoldLine(a,l))?l.start.row:1/0),!(a>o);){var u=r[s++];if(u){var h=[];this.$renderLine(h,a,!this.$useLineGroups(),a==c&&l),u.style.height=e.lineHeight*this.session.getRowLength(a)+\"px\",u.innerHTML=h.join(\"\")}a++}},this.scrollLines=function(e){var t=this.config;if(this.config=e,!t||t.lastRow0;i--)n.removeChild(n.firstChild);if(t.lastRow>e.lastRow)for(i=this.session.getFoldedRowCount(e.lastRow+1,t.lastRow);i>0;i--)n.removeChild(n.lastChild);if(e.firstRowt.lastRow){o=this.$renderLinesFragment(e,t.lastRow+1,e.lastRow);n.appendChild(o)}},this.$renderLinesFragment=function(e,t,n){for(var i=this.element.ownerDocument.createDocumentFragment(),r=t,s=this.session.getNextFoldLine(r),a=s?s.start.row:1/0;r>a&&(r=s.end.row+1,a=(s=this.session.getNextFoldLine(r,s))?s.start.row:1/0),!(r>n);){var l=o.createElement(\"div\"),c=[];if(this.$renderLine(c,r,!1,r==a&&s),l.innerHTML=c.join(\"\"),this.$useLineGroups())l.className=\"ace_line_group\",i.appendChild(l),l.style.height=e.lineHeight*this.session.getRowLength(r)+\"px\";else for(;l.firstChild;)i.appendChild(l.firstChild);r++}return i},this.update=function(e){this.config=e;for(var t=[],n=e.firstRow,i=e.lastRow,o=n,r=this.session.getNextFoldLine(o),s=r?r.start.row:1/0;o>s&&(o=r.end.row+1,s=(r=this.session.getNextFoldLine(o,r))?r.start.row:1/0),!(o>i);)this.$useLineGroups()&&t.push(\"
                                          \"),this.$renderLine(t,o,!1,o==s&&r),this.$useLineGroups()&&t.push(\"
                                          \"),o++;this.element.innerHTML=t.join(\"\")},this.$textToken={text:!0,rparen:!0,lparen:!0},this.$renderToken=function(e,t,n,i){var o=this,s=i.replace(/\\t|&|<|>|( +)|([\\x00-\\x1f\\x80-\\xa0\\xad\\u1680\\u180E\\u2000-\\u200f\\u2028\\u2029\\u202F\\u205F\\u3000\\uFEFF\\uFFF9-\\uFFFC])|[\\u1100-\\u115F\\u11A3-\\u11A7\\u11FA-\\u11FF\\u2329-\\u232A\\u2E80-\\u2E99\\u2E9B-\\u2EF3\\u2F00-\\u2FD5\\u2FF0-\\u2FFB\\u3000-\\u303E\\u3041-\\u3096\\u3099-\\u30FF\\u3105-\\u312D\\u3131-\\u318E\\u3190-\\u31BA\\u31C0-\\u31E3\\u31F0-\\u321E\\u3220-\\u3247\\u3250-\\u32FE\\u3300-\\u4DBF\\u4E00-\\uA48C\\uA490-\\uA4C6\\uA960-\\uA97C\\uAC00-\\uD7A3\\uD7B0-\\uD7C6\\uD7CB-\\uD7FB\\uF900-\\uFAFF\\uFE10-\\uFE19\\uFE30-\\uFE52\\uFE54-\\uFE66\\uFE68-\\uFE6B\\uFF01-\\uFF60\\uFFE0-\\uFFE6]/g,function(e,n,i,s,a){if(n)return o.showInvisibles?\"\"+r.stringRepeat(o.SPACE_CHAR,e.length)+\"\":e;if(\"&\"==e)return\"&\";if(\"<\"==e)return\"<\";if(\">\"==e)return\">\";if(\"\\t\"==e){var l=o.session.getScreenTabSize(t+s);return t+=l-1,o.$tabStrings[l]}if(\" \"==e){var c=o.showInvisibles?\"ace_cjk ace_invisible ace_invisible_space\":\"ace_cjk\",u=o.showInvisibles?o.SPACE_CHAR:\"\";return t+=1,\"\"+u+\"\"}return i?\"\"+o.SPACE_CHAR+\"\":(t+=1,\"\"+e+\"\")});if(this.$textToken[n.type])e.push(s);else{var a=\"ace_\"+n.type.replace(/\\./g,\" ace_\"),l=\"\";\"fold\"==n.type&&(l=\" style='width:\"+n.value.length*this.config.characterWidth+\"px;' \"),e.push(\"\",s,\"\")}return t+i.length},this.renderIndentGuide=function(e,t,n){var i=t.search(this.$indentGuideRe);return i<=0||i>=n?t:\" \"==t[0]?(i-=i%this.tabSize,e.push(r.stringRepeat(this.$tabStrings[\" \"],i/this.tabSize)),t.substr(i)):\"\\t\"==t[0]?(e.push(r.stringRepeat(this.$tabStrings[\"\\t\"],i)),t.substr(i)):t},this.$renderWrappedLine=function(e,t,n,i){for(var o=0,s=0,a=n[0],l=0,c=0;c=a;)l=this.$renderToken(e,l,u,h.substring(0,a-o)),h=h.substring(a-o),o=a,i||e.push(\"\",\"
                                          \"),e.push(r.stringRepeat(\" \",n.indent)),l=0,a=n[++s]||Number.MAX_VALUE;0!=h.length&&(o+=h.length,l=this.$renderToken(e,l,u,h))}}},this.$renderSimpleLine=function(e,t){var n=0,i=t[0],o=i.value;this.displayIndentGuides&&(o=this.renderIndentGuide(e,o)),o&&(n=this.$renderToken(e,n,i,o));for(var r=1;r\"),o.length){var r=this.session.getRowSplitData(t);r&&r.length?this.$renderWrappedLine(e,o,r,n):this.$renderSimpleLine(e,o)}this.showInvisibles&&(i&&(t=i.end.row),e.push(\"\",t==this.session.getLength()-1?this.EOF_CHAR:this.EOL_CHAR,\"\")),n||e.push(\"
                                          \")},this.$getFoldLineTokens=function(e,t){var n=this.session,i=[];var o=n.getTokens(e);return t.walk(function(e,t,r,s,a){null!=e?i.push({type:\"fold\",value:e}):(a&&(o=n.getTokens(t)),o.length&&function(e,t,n){for(var o=0,r=0;r+e[o].value.lengthn-t&&(s=s.substring(0,n-t)),i.push({type:e[o].type,value:s}),r=t+s.length,o+=1);rn?i.push({type:e[o].type,value:s.substring(0,n-r)}):i.push(e[o]),r+=s.length,o+=1}}(o,s,r))},t.end.row,this.session.getLine(t.end.row).length),i},this.$useLineGroups=function(){return this.session.getUseWrapMode()},this.destroy=function(){clearInterval(this.$pollSizeChangesTimer),this.$measureNode&&this.$measureNode.parentNode.removeChild(this.$measureNode),delete this.$measureNode}}).call(a.prototype),t.Text=a}),ace.define(\"ace/layer/cursor\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\"],function(e,t,n){\"use strict\";var i,o=e(\"../lib/dom\"),r=function(e){this.element=o.createElement(\"div\"),this.element.className=\"ace_layer ace_cursor-layer\",e.appendChild(this.element),void 0===i&&(i=!(\"opacity\"in this.element.style)),this.isVisible=!1,this.isBlinking=!0,this.blinkInterval=1e3,this.smoothBlinking=!1,this.cursors=[],this.cursor=this.addCursor(),o.addCssClass(this.element,\"ace_hidden-cursors\"),this.$updateCursors=(i?this.$updateVisibility:this.$updateOpacity).bind(this)};(function(){this.$updateVisibility=function(e){for(var t=this.cursors,n=t.length;n--;)t[n].style.visibility=e?\"\":\"hidden\"},this.$updateOpacity=function(e){for(var t=this.cursors,n=t.length;n--;)t[n].style.opacity=e?\"\":\"0\"},this.$padding=0,this.setPadding=function(e){this.$padding=e},this.setSession=function(e){this.session=e},this.setBlinking=function(e){e!=this.isBlinking&&(this.isBlinking=e,this.restartTimer())},this.setBlinkInterval=function(e){e!=this.blinkInterval&&(this.blinkInterval=e,this.restartTimer())},this.setSmoothBlinking=function(e){e==this.smoothBlinking||i||(this.smoothBlinking=e,o.setCssClass(this.element,\"ace_smooth-blinking\",e),this.$updateCursors(!0),this.$updateCursors=this.$updateOpacity.bind(this),this.restartTimer())},this.addCursor=function(){var e=o.createElement(\"div\");return e.className=\"ace_cursor\",this.element.appendChild(e),this.cursors.push(e),e},this.removeCursor=function(){if(this.cursors.length>1){var e=this.cursors.pop();return e.parentNode.removeChild(e),e}},this.hideCursor=function(){this.isVisible=!1,o.addCssClass(this.element,\"ace_hidden-cursors\"),this.restartTimer()},this.showCursor=function(){this.isVisible=!0,o.removeCssClass(this.element,\"ace_hidden-cursors\"),this.restartTimer()},this.restartTimer=function(){var e=this.$updateCursors;if(clearInterval(this.intervalId),clearTimeout(this.timeoutId),this.smoothBlinking&&o.removeCssClass(this.element,\"ace_smooth-blinking\"),e(!0),this.isBlinking&&this.blinkInterval&&this.isVisible){this.smoothBlinking&&setTimeout(function(){o.addCssClass(this.element,\"ace_smooth-blinking\")}.bind(this));var t=function(){this.timeoutId=setTimeout(function(){e(!1)},.6*this.blinkInterval)}.bind(this);this.intervalId=setInterval(function(){e(!0),t()},this.blinkInterval),t()}},this.getPixelPosition=function(e,t){if(!this.config||!this.session)return{left:0,top:0};e||(e=this.session.selection.getCursor());var n=this.session.documentToScreenPosition(e);return{left:this.$padding+n.column*this.config.characterWidth,top:(n.row-(t?this.config.firstRowScreen:0))*this.config.lineHeight}},this.update=function(e){this.config=e;var t=this.session.$selectionMarkers,n=0,i=0;void 0!==t&&0!==t.length||(t=[{cursor:null}]);n=0;for(var o=t.length;ne.height+e.offset||r.top<0)&&n>1)){var s=(this.cursors[i++]||this.addCursor()).style;this.drawCursor?this.drawCursor(s,r,e,t[n],this.session):(s.left=r.left+\"px\",s.top=r.top+\"px\",s.width=e.characterWidth+\"px\",s.height=e.lineHeight+\"px\")}}for(;this.cursors.length>i;)this.removeCursor();var a=this.session.getOverwrite();this.$setOverwrite(a),this.$pixelPos=r,this.restartTimer()},this.drawCursor=null,this.$setOverwrite=function(e){e!=this.overwrite&&(this.overwrite=e,e?o.addCssClass(this.element,\"ace_overwrite-cursors\"):o.removeCssClass(this.element,\"ace_overwrite-cursors\"))},this.destroy=function(){clearInterval(this.intervalId),clearTimeout(this.timeoutId)}}).call(r.prototype),t.Cursor=r}),ace.define(\"ace/scrollbar\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/dom\",\"ace/lib/event\",\"ace/lib/event_emitter\"],function(e,t,n){\"use strict\";var i=e(\"./lib/oop\"),o=e(\"./lib/dom\"),r=e(\"./lib/event\"),s=e(\"./lib/event_emitter\").EventEmitter,a=function(e){this.element=o.createElement(\"div\"),this.element.className=\"ace_scrollbar ace_scrollbar\"+this.classSuffix,this.inner=o.createElement(\"div\"),this.inner.className=\"ace_scrollbar-inner\",this.element.appendChild(this.inner),e.appendChild(this.element),this.setVisible(!1),this.skipEvent=!1,r.addListener(this.element,\"scroll\",this.onScroll.bind(this)),r.addListener(this.element,\"mousedown\",r.preventDefault)};(function(){i.implement(this,s),this.setVisible=function(e){this.element.style.display=e?\"\":\"none\",this.isVisible=e,this.coeff=1}}).call(a.prototype);var l=function(e,t){a.call(this,e),this.scrollTop=0,this.scrollHeight=0,t.$scrollbarWidth=this.width=o.scrollbarWidth(e.ownerDocument),this.inner.style.width=this.element.style.width=(this.width||15)+5+\"px\",this.$minWidth=0};i.inherits(l,a),function(){this.classSuffix=\"-v\",this.onScroll=function(){if(!this.skipEvent){if(this.scrollTop=this.element.scrollTop,1!=this.coeff){var e=this.element.clientHeight/this.scrollHeight;this.scrollTop=this.scrollTop*(1-e)/(this.coeff-e)}this._emit(\"scroll\",{data:this.scrollTop})}this.skipEvent=!1},this.getWidth=function(){return Math.max(this.isVisible?this.width:0,this.$minWidth||0)},this.setHeight=function(e){this.element.style.height=e+\"px\"},this.setInnerHeight=this.setScrollHeight=function(e){this.scrollHeight=e,e>32768?(this.coeff=32768/e,e=32768):1!=this.coeff&&(this.coeff=1),this.inner.style.height=e+\"px\"},this.setScrollTop=function(e){this.scrollTop!=e&&(this.skipEvent=!0,this.scrollTop=e,this.element.scrollTop=e*this.coeff)}}.call(l.prototype);var c=function(e,t){a.call(this,e),this.scrollLeft=0,this.height=t.$scrollbarWidth,this.inner.style.height=this.element.style.height=(this.height||15)+5+\"px\"};i.inherits(c,a),function(){this.classSuffix=\"-h\",this.onScroll=function(){this.skipEvent||(this.scrollLeft=this.element.scrollLeft,this._emit(\"scroll\",{data:this.scrollLeft})),this.skipEvent=!1},this.getHeight=function(){return this.isVisible?this.height:0},this.setWidth=function(e){this.element.style.width=e+\"px\"},this.setInnerWidth=function(e){this.inner.style.width=e+\"px\"},this.setScrollWidth=function(e){this.inner.style.width=e+\"px\"},this.setScrollLeft=function(e){this.scrollLeft!=e&&(this.skipEvent=!0,this.scrollLeft=this.element.scrollLeft=e)}}.call(c.prototype),t.ScrollBar=l,t.ScrollBarV=l,t.ScrollBarH=c,t.VScrollBar=l,t.HScrollBar=c}),ace.define(\"ace/renderloop\",[\"require\",\"exports\",\"module\",\"ace/lib/event\"],function(e,t,n){\"use strict\";var i=e(\"./lib/event\"),o=function(e,t){this.onRender=e,this.pending=!1,this.changes=0,this.window=t||window};(function(){this.schedule=function(e){if(this.changes=this.changes|e,!this.pending&&this.changes){this.pending=!0;var t=this;i.nextFrame(function(){var e;for(t.pending=!1;e=t.changes;)t.changes=0,t.onRender(e)},this.window)}}}).call(o.prototype),t.RenderLoop=o}),ace.define(\"ace/layer/font_metrics\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/dom\",\"ace/lib/lang\",\"ace/lib/useragent\",\"ace/lib/event_emitter\"],function(e,t,n){var i=e(\"../lib/oop\"),o=e(\"../lib/dom\"),r=e(\"../lib/lang\"),s=e(\"../lib/useragent\"),a=e(\"../lib/event_emitter\").EventEmitter,l=0,c=t.FontMetrics=function(e){this.el=o.createElement(\"div\"),this.$setMeasureNodeStyles(this.el.style,!0),this.$main=o.createElement(\"div\"),this.$setMeasureNodeStyles(this.$main.style),this.$measureNode=o.createElement(\"div\"),this.$setMeasureNodeStyles(this.$measureNode.style),this.el.appendChild(this.$main),this.el.appendChild(this.$measureNode),e.appendChild(this.el),l||this.$testFractionalRect(),this.$measureNode.innerHTML=r.stringRepeat(\"X\",l),this.$characterSize={width:0,height:0},this.checkForSizeChanges()};(function(){i.implement(this,a),this.$characterSize={width:0,height:0},this.$testFractionalRect=function(){var e=o.createElement(\"div\");this.$setMeasureNodeStyles(e.style),e.style.width=\"0.2px\",document.documentElement.appendChild(e);var t=e.getBoundingClientRect().width;l=t>0&&t<1?50:100,e.parentNode.removeChild(e)},this.$setMeasureNodeStyles=function(e,t){e.width=e.height=\"auto\",e.left=e.top=\"0px\",e.visibility=\"hidden\",e.position=\"absolute\",e.whiteSpace=\"pre\",s.isIE<8?e[\"font-family\"]=\"inherit\":e.font=\"inherit\",e.overflow=t?\"hidden\":\"visible\"},this.checkForSizeChanges=function(){var e=this.$measureSizes();if(e&&(this.$characterSize.width!==e.width||this.$characterSize.height!==e.height)){this.$measureNode.style.fontWeight=\"bold\";var t=this.$measureSizes();this.$measureNode.style.fontWeight=\"\",this.$characterSize=e,this.charSizes=Object.create(null),this.allowBoldFonts=t&&t.width===e.width&&t.height===e.height,this._emit(\"changeCharacterSize\",{data:e})}},this.$pollSizeChanges=function(){if(this.$pollSizeChangesTimer)return this.$pollSizeChangesTimer;var e=this;return this.$pollSizeChangesTimer=setInterval(function(){e.checkForSizeChanges()},500)},this.setPolling=function(e){e?this.$pollSizeChanges():this.$pollSizeChangesTimer&&(clearInterval(this.$pollSizeChangesTimer),this.$pollSizeChangesTimer=0)},this.$measureSizes=function(){if(50===l){var e=null;try{e=this.$measureNode.getBoundingClientRect()}catch(t){e={width:0,height:0}}var t={height:e.height,width:e.width/l}}else t={height:this.$measureNode.clientHeight,width:this.$measureNode.clientWidth/l};return 0===t.width||0===t.height?null:t},this.$measureCharWidth=function(e){return this.$main.innerHTML=r.stringRepeat(e,l),this.$main.getBoundingClientRect().width/l},this.getCharacterWidth=function(e){var t=this.charSizes[e];return void 0===t&&(t=this.charSizes[e]=this.$measureCharWidth(e)/this.$characterSize.width),t},this.destroy=function(){clearInterval(this.$pollSizeChangesTimer),this.el&&this.el.parentNode&&this.el.parentNode.removeChild(this.el)}}).call(c.prototype)}),ace.define(\"ace/virtual_renderer\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/dom\",\"ace/config\",\"ace/lib/useragent\",\"ace/layer/gutter\",\"ace/layer/marker\",\"ace/layer/text\",\"ace/layer/cursor\",\"ace/scrollbar\",\"ace/scrollbar\",\"ace/renderloop\",\"ace/layer/font_metrics\",\"ace/lib/event_emitter\"],function(e,t,n){\"use strict\";var i=e(\"./lib/oop\"),o=e(\"./lib/dom\"),r=e(\"./config\"),s=e(\"./lib/useragent\"),a=e(\"./layer/gutter\").Gutter,l=e(\"./layer/marker\").Marker,c=e(\"./layer/text\").Text,u=e(\"./layer/cursor\").Cursor,h=e(\"./scrollbar\").HScrollBar,d=e(\"./scrollbar\").VScrollBar,m=e(\"./renderloop\").RenderLoop,p=e(\"./layer/font_metrics\").FontMetrics,f=e(\"./lib/event_emitter\").EventEmitter;o.importCssString('.ace_editor {position: relative;overflow: hidden;font: 12px/normal \\'Monaco\\', \\'Menlo\\', \\'Ubuntu Mono\\', \\'Consolas\\', \\'source-code-pro\\', monospace;direction: ltr;text-align: left;-webkit-tap-highlight-color: rgba(0, 0, 0, 0);}.ace_scroller {position: absolute;overflow: hidden;top: 0;bottom: 0;background-color: inherit;-ms-user-select: none;-moz-user-select: none;-webkit-user-select: none;user-select: none;cursor: text;}.ace_content {position: absolute;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;min-width: 100%;}.ace_dragging .ace_scroller:before{position: absolute;top: 0;left: 0;right: 0;bottom: 0;content: \\'\\';background: rgba(250, 250, 250, 0.01);z-index: 1000;}.ace_dragging.ace_dark .ace_scroller:before{background: rgba(0, 0, 0, 0.01);}.ace_selecting, .ace_selecting * {cursor: text !important;}.ace_gutter {position: absolute;overflow : hidden;width: auto;top: 0;bottom: 0;left: 0;cursor: default;z-index: 4;-ms-user-select: none;-moz-user-select: none;-webkit-user-select: none;user-select: none;}.ace_gutter-active-line {position: absolute;left: 0;right: 0;}.ace_scroller.ace_scroll-left {box-shadow: 17px 0 16px -16px rgba(0, 0, 0, 0.4) inset;}.ace_gutter-cell {padding-left: 19px;padding-right: 6px;background-repeat: no-repeat;}.ace_gutter-cell.ace_error {background-image: 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no-repeat;background-position: 2px center;}.ace_gutter-cell.ace_warning {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAAAmVBMVEX///8AAAD///8AAAAAAABPSzb/5sAAAAB/blH/73z/ulkAAAAAAAD85pkAAAAAAAACAgP/vGz/rkDerGbGrV7/pkQICAf////e0IsAAAD/oED/qTvhrnUAAAD/yHD/njcAAADuv2r/nz//oTj/p064oGf/zHAAAAA9Nir/tFIAAAD/tlTiuWf/tkIAAACynXEAAAAAAAAtIRW7zBpBAAAAM3RSTlMAABR1m7RXO8Ln31Z36zT+neXe5OzooRDfn+TZ4p3h2hTf4t3k3ucyrN1K5+Xaks52Sfs9CXgrAAAAjklEQVR42o3PbQ+CIBQFYEwboPhSYgoYunIqqLn6/z8uYdH8Vmdnu9vz4WwXgN/xTPRD2+sgOcZjsge/whXZgUaYYvT8QnuJaUrjrHUQreGczuEafQCO/SJTufTbroWsPgsllVhq3wJEk2jUSzX3CUEDJC84707djRc5MTAQxoLgupWRwW6UB5fS++NV8AbOZgnsC7BpEAAAAABJRU5ErkJggg==\");background-position: 2px center;}.ace_gutter-cell.ace_info {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAAAAAA6mKC9AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAAJ0Uk5TAAB2k804AAAAPklEQVQY02NgIB68QuO3tiLznjAwpKTgNyDbMegwisCHZUETUZV0ZqOquBpXj2rtnpSJT1AEnnRmL2OgGgAAIKkRQap2htgAAAAASUVORK5CYII=\");background-position: 2px center;}.ace_dark .ace_gutter-cell.ace_info {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQBAMAAADt3eJSAAAAJFBMVEUAAAChoaGAgIAqKiq+vr6tra1ZWVmUlJSbm5s8PDxubm56enrdgzg3AAAAAXRSTlMAQObYZgAAAClJREFUeNpjYMAPdsMYHegyJZFQBlsUlMFVCWUYKkAZMxZAGdxlDMQBAG+TBP4B6RyJAAAAAElFTkSuQmCC\");}.ace_scrollbar {position: absolute;right: 0;bottom: 0;z-index: 6;}.ace_scrollbar-inner {position: absolute;cursor: text;left: 0;top: 0;}.ace_scrollbar-v{overflow-x: hidden;overflow-y: scroll;top: 0;}.ace_scrollbar-h {overflow-x: scroll;overflow-y: hidden;left: 0;}.ace_print-margin {position: absolute;height: 100%;}.ace_text-input {position: absolute;z-index: 0;width: 0.5em;height: 1em;opacity: 0;background: transparent;-moz-appearance: none;appearance: none;border: none;resize: none;outline: none;overflow: hidden;font: inherit;padding: 0 1px;margin: 0 -1px;text-indent: -1em;-ms-user-select: text;-moz-user-select: text;-webkit-user-select: text;user-select: text;white-space: pre!important;}.ace_text-input.ace_composition {background: inherit;color: inherit;z-index: 1000;opacity: 1;text-indent: 0;}.ace_layer {z-index: 1;position: absolute;overflow: hidden;word-wrap: normal;white-space: pre;height: 100%;width: 100%;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;pointer-events: none;}.ace_gutter-layer {position: relative;width: auto;text-align: right;pointer-events: auto;}.ace_text-layer {font: inherit !important;}.ace_cjk {display: inline-block;text-align: center;}.ace_cursor-layer {z-index: 4;}.ace_cursor {z-index: 4;position: absolute;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;border-left: 2px solid;transform: translatez(0);}.ace_multiselect .ace_cursor {border-left-width: 1px;}.ace_slim-cursors .ace_cursor {border-left-width: 1px;}.ace_overwrite-cursors .ace_cursor {border-left-width: 0;border-bottom: 1px solid;}.ace_hidden-cursors .ace_cursor {opacity: 0.2;}.ace_smooth-blinking .ace_cursor {-webkit-transition: opacity 0.18s;transition: opacity 0.18s;}.ace_marker-layer .ace_step, .ace_marker-layer .ace_stack {position: absolute;z-index: 3;}.ace_marker-layer .ace_selection {position: absolute;z-index: 5;}.ace_marker-layer .ace_bracket {position: absolute;z-index: 6;}.ace_marker-layer .ace_active-line {position: absolute;z-index: 2;}.ace_marker-layer .ace_selected-word {position: absolute;z-index: 4;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;}.ace_line .ace_fold {-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;display: inline-block;height: 11px;margin-top: -2px;vertical-align: middle;background-image:url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABEAAAAJCAYAAADU6McMAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJpJREFUeNpi/P//PwOlgAXGYGRklAVSokD8GmjwY1wasKljQpYACtpCFeADcHVQfQyMQAwzwAZI3wJKvCLkfKBaMSClBlR7BOQikCFGQEErIH0VqkabiGCAqwUadAzZJRxQr/0gwiXIal8zQQPnNVTgJ1TdawL0T5gBIP1MUJNhBv2HKoQHHjqNrA4WO4zY0glyNKLT2KIfIMAAQsdgGiXvgnYAAAAASUVORK5CYII=\"),url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAA3CAYAAADNNiA5AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACJJREFUeNpi+P//fxgTAwPDBxDxD078RSX+YeEyDFMCIMAAI3INmXiwf2YAAAAASUVORK5CYII=\");background-repeat: no-repeat, repeat-x;background-position: center center, top left;color: transparent;border: 1px solid black;border-radius: 2px;cursor: pointer;pointer-events: auto;}.ace_dark .ace_fold {}.ace_fold:hover{background-image:url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABEAAAAJCAYAAADU6McMAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJpJREFUeNpi/P//PwOlgAXGYGRklAVSokD8GmjwY1wasKljQpYACtpCFeADcHVQfQyMQAwzwAZI3wJKvCLkfKBaMSClBlR7BOQikCFGQEErIH0VqkabiGCAqwUadAzZJRxQr/0gwiXIal8zQQPnNVTgJ1TdawL0T5gBIP1MUJNhBv2HKoQHHjqNrA4WO4zY0glyNKLT2KIfIMAAQsdgGiXvgnYAAAAASUVORK5CYII=\"),url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAA3CAYAAADNNiA5AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACBJREFUeNpi+P//fz4TAwPDZxDxD5X4i5fLMEwJgAADAEPVDbjNw87ZAAAAAElFTkSuQmCC\");}.ace_tooltip {background-color: #FFF;background-image: -webkit-linear-gradient(top, transparent, rgba(0, 0, 0, 0.1));background-image: linear-gradient(to bottom, transparent, rgba(0, 0, 0, 0.1));border: 1px solid gray;border-radius: 1px;box-shadow: 0 1px 2px rgba(0, 0, 0, 0.3);color: black;max-width: 100%;padding: 3px 4px;position: fixed;z-index: 999999;-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;cursor: default;white-space: pre;word-wrap: break-word;line-height: normal;font-style: normal;font-weight: normal;letter-spacing: normal;pointer-events: none;}.ace_folding-enabled > .ace_gutter-cell {padding-right: 13px;}.ace_fold-widget {-moz-box-sizing: border-box;-webkit-box-sizing: border-box;box-sizing: border-box;margin: 0 -12px 0 1px;display: none;width: 11px;vertical-align: top;background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAANElEQVR42mWKsQ0AMAzC8ixLlrzQjzmBiEjp0A6WwBCSPgKAXoLkqSot7nN3yMwR7pZ32NzpKkVoDBUxKAAAAABJRU5ErkJggg==\");background-repeat: no-repeat;background-position: center;border-radius: 3px;border: 1px solid transparent;cursor: pointer;}.ace_folding-enabled .ace_fold-widget {display: inline-block; }.ace_fold-widget.ace_end {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAANElEQVR42m3HwQkAMAhD0YzsRchFKI7sAikeWkrxwScEB0nh5e7KTPWimZki4tYfVbX+MNl4pyZXejUO1QAAAABJRU5ErkJggg==\");}.ace_fold-widget.ace_closed {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAMAAAAGCAYAAAAG5SQMAAAAOUlEQVR42jXKwQkAMAgDwKwqKD4EwQ26sSOkVWjgIIHAzPiCgaqiqnJHZnKICBERHN194O5b9vbLuAVRL+l0YWnZAAAAAElFTkSuQmCCXA==\");}.ace_fold-widget:hover {border: 1px solid rgba(0, 0, 0, 0.3);background-color: rgba(255, 255, 255, 0.2);box-shadow: 0 1px 1px rgba(255, 255, 255, 0.7);}.ace_fold-widget:active {border: 1px solid rgba(0, 0, 0, 0.4);background-color: rgba(0, 0, 0, 0.05);box-shadow: 0 1px 1px rgba(255, 255, 255, 0.8);}.ace_dark .ace_fold-widget {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHklEQVQIW2P4//8/AzoGEQ7oGCaLLAhWiSwB146BAQCSTPYocqT0AAAAAElFTkSuQmCC\");}.ace_dark .ace_fold-widget.ace_end {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAH0lEQVQIW2P4//8/AxQ7wNjIAjDMgC4AxjCVKBirIAAF0kz2rlhxpAAAAABJRU5ErkJggg==\");}.ace_dark .ace_fold-widget.ace_closed {background-image: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAMAAAAFCAYAAACAcVaiAAAAHElEQVQIW2P4//+/AxAzgDADlOOAznHAKgPWAwARji8UIDTfQQAAAABJRU5ErkJggg==\");}.ace_dark .ace_fold-widget:hover {box-shadow: 0 1px 1px rgba(255, 255, 255, 0.2);background-color: rgba(255, 255, 255, 0.1);}.ace_dark .ace_fold-widget:active {box-shadow: 0 1px 1px rgba(255, 255, 255, 0.2);}.ace_fold-widget.ace_invalid {background-color: #FFB4B4;border-color: #DE5555;}.ace_fade-fold-widgets .ace_fold-widget {-webkit-transition: opacity 0.4s ease 0.05s;transition: opacity 0.4s ease 0.05s;opacity: 0;}.ace_fade-fold-widgets:hover .ace_fold-widget {-webkit-transition: opacity 0.05s ease 0.05s;transition: opacity 0.05s ease 0.05s;opacity:1;}.ace_underline {text-decoration: underline;}.ace_bold {font-weight: bold;}.ace_nobold .ace_bold {font-weight: normal;}.ace_italic {font-style: italic;}.ace_error-marker {background-color: rgba(255, 0, 0,0.2);position: absolute;z-index: 9;}.ace_highlight-marker {background-color: rgba(255, 255, 0,0.2);position: absolute;z-index: 8;}.ace_br1 {border-top-left-radius : 3px;}.ace_br2 {border-top-right-radius : 3px;}.ace_br3 {border-top-left-radius : 3px; border-top-right-radius: 3px;}.ace_br4 {border-bottom-right-radius: 3px;}.ace_br5 {border-top-left-radius : 3px; border-bottom-right-radius: 3px;}.ace_br6 {border-top-right-radius : 3px; border-bottom-right-radius: 3px;}.ace_br7 {border-top-left-radius : 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px;}.ace_br8 {border-bottom-left-radius : 3px;}.ace_br9 {border-top-left-radius : 3px; border-bottom-left-radius: 3px;}.ace_br10{border-top-right-radius : 3px; border-bottom-left-radius: 3px;}.ace_br11{border-top-left-radius : 3px; border-top-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br12{border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br13{border-top-left-radius : 3px; border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br14{border-top-right-radius : 3px; border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_br15{border-top-left-radius : 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px; border-bottom-left-radius: 3px;}.ace_text-input-ios {position: absolute !important;top: -100000px !important;left: -100000px !important;}',\"ace_editor.css\");var g=function(e,t){var n=this;this.container=e||o.createElement(\"div\"),this.$keepTextAreaAtCursor=!s.isOldIE,o.addCssClass(this.container,\"ace_editor\"),this.setTheme(t),this.$gutter=o.createElement(\"div\"),this.$gutter.className=\"ace_gutter\",this.container.appendChild(this.$gutter),this.scroller=o.createElement(\"div\"),this.scroller.className=\"ace_scroller\",this.container.appendChild(this.scroller),this.content=o.createElement(\"div\"),this.content.className=\"ace_content\",this.scroller.appendChild(this.content),this.$gutterLayer=new a(this.$gutter),this.$gutterLayer.on(\"changeGutterWidth\",this.onGutterResize.bind(this)),this.$markerBack=new l(this.content);var i=this.$textLayer=new c(this.content);this.canvas=i.element,this.$markerFront=new l(this.content),this.$cursorLayer=new u(this.content),this.$horizScroll=!1,this.$vScroll=!1,this.scrollBar=this.scrollBarV=new d(this.container,this),this.scrollBarH=new h(this.container,this),this.scrollBarV.addEventListener(\"scroll\",function(e){n.$scrollAnimation||n.session.setScrollTop(e.data-n.scrollMargin.top)}),this.scrollBarH.addEventListener(\"scroll\",function(e){n.$scrollAnimation||n.session.setScrollLeft(e.data-n.scrollMargin.left)}),this.scrollTop=0,this.scrollLeft=0,this.cursorPos={row:0,column:0},this.$fontMetrics=new p(this.container),this.$textLayer.$setFontMetrics(this.$fontMetrics),this.$textLayer.addEventListener(\"changeCharacterSize\",function(e){n.updateCharacterSize(),n.onResize(!0,n.gutterWidth,n.$size.width,n.$size.height),n._signal(\"changeCharacterSize\",e)}),this.$size={width:0,height:0,scrollerHeight:0,scrollerWidth:0,$dirty:!0},this.layerConfig={width:1,padding:0,firstRow:0,firstRowScreen:0,lastRow:0,lineHeight:0,characterWidth:0,minHeight:1,maxHeight:1,offset:0,height:1,gutterOffset:1},this.scrollMargin={left:0,right:0,top:0,bottom:0,v:0,h:0},this.$loop=new m(this.$renderChanges.bind(this),this.container.ownerDocument.defaultView),this.$loop.schedule(this.CHANGE_FULL),this.updateCharacterSize(),this.setPadding(4),r.resetOptions(this),r._emit(\"renderer\",this)};(function(){this.CHANGE_CURSOR=1,this.CHANGE_MARKER=2,this.CHANGE_GUTTER=4,this.CHANGE_SCROLL=8,this.CHANGE_LINES=16,this.CHANGE_TEXT=32,this.CHANGE_SIZE=64,this.CHANGE_MARKER_BACK=128,this.CHANGE_MARKER_FRONT=256,this.CHANGE_FULL=512,this.CHANGE_H_SCROLL=1024,i.implement(this,f),this.updateCharacterSize=function(){this.$textLayer.allowBoldFonts!=this.$allowBoldFonts&&(this.$allowBoldFonts=this.$textLayer.allowBoldFonts,this.setStyle(\"ace_nobold\",!this.$allowBoldFonts)),this.layerConfig.characterWidth=this.characterWidth=this.$textLayer.getCharacterWidth(),this.layerConfig.lineHeight=this.lineHeight=this.$textLayer.getLineHeight(),this.$updatePrintMargin()},this.setSession=function(e){this.session&&this.session.doc.off(\"changeNewLineMode\",this.onChangeNewLineMode),this.session=e,e&&this.scrollMargin.top&&e.getScrollTop()<=0&&e.setScrollTop(-this.scrollMargin.top),this.$cursorLayer.setSession(e),this.$markerBack.setSession(e),this.$markerFront.setSession(e),this.$gutterLayer.setSession(e),this.$textLayer.setSession(e),e&&(this.$loop.schedule(this.CHANGE_FULL),this.session.$setFontMetrics(this.$fontMetrics),this.scrollBarH.scrollLeft=this.scrollBarV.scrollTop=null,this.onChangeNewLineMode=this.onChangeNewLineMode.bind(this),this.onChangeNewLineMode(),this.session.doc.on(\"changeNewLineMode\",this.onChangeNewLineMode))},this.updateLines=function(e,t,n){if(void 0===t&&(t=1/0),this.$changedLines?(this.$changedLines.firstRow>e&&(this.$changedLines.firstRow=e),this.$changedLines.lastRowthis.layerConfig.lastRow||this.$loop.schedule(this.CHANGE_LINES)},this.onChangeNewLineMode=function(){this.$loop.schedule(this.CHANGE_TEXT),this.$textLayer.$updateEolChar()},this.onChangeTabSize=function(){this.$loop.schedule(this.CHANGE_TEXT|this.CHANGE_MARKER),this.$textLayer.onChangeTabSize()},this.updateText=function(){this.$loop.schedule(this.CHANGE_TEXT)},this.updateFull=function(e){e?this.$renderChanges(this.CHANGE_FULL,!0):this.$loop.schedule(this.CHANGE_FULL)},this.updateFontSize=function(){this.$textLayer.checkForSizeChanges()},this.$changes=0,this.$updateSizeAsync=function(){this.$loop.pending?this.$size.$dirty=!0:this.onResize()},this.onResize=function(e,t,n,i){if(!(this.resizing>2)){this.resizing>0?this.resizing++:this.resizing=e?1:0;var o=this.container;i||(i=o.clientHeight||o.scrollHeight),n||(n=o.clientWidth||o.scrollWidth);var r=this.$updateCachedSize(e,t,n,i);if(!this.$size.scrollerHeight||!n&&!i)return this.resizing=0;e&&(this.$gutterLayer.$padding=null),e?this.$renderChanges(r|this.$changes,!0):this.$loop.schedule(r|this.$changes),this.resizing&&(this.resizing=0),this.scrollBarV.scrollLeft=this.scrollBarV.scrollTop=null}},this.$updateCachedSize=function(e,t,n,i){i-=this.$extraHeight||0;var o=0,r=this.$size,s={width:r.width,height:r.height,scrollerHeight:r.scrollerHeight,scrollerWidth:r.scrollerWidth};return i&&(e||r.height!=i)&&(r.height=i,o|=this.CHANGE_SIZE,r.scrollerHeight=r.height,this.$horizScroll&&(r.scrollerHeight-=this.scrollBarH.getHeight()),this.scrollBarV.element.style.bottom=this.scrollBarH.getHeight()+\"px\",o|=this.CHANGE_SCROLL),n&&(e||r.width!=n)&&(o|=this.CHANGE_SIZE,r.width=n,null==t&&(t=this.$showGutter?this.$gutter.offsetWidth:0),this.gutterWidth=t,this.scrollBarH.element.style.left=this.scroller.style.left=t+\"px\",r.scrollerWidth=Math.max(0,n-t-this.scrollBarV.getWidth()),this.scrollBarH.element.style.right=this.scroller.style.right=this.scrollBarV.getWidth()+\"px\",this.scroller.style.bottom=this.scrollBarH.getHeight()+\"px\",(this.session&&this.session.getUseWrapMode()&&this.adjustWrapLimit()||e)&&(o|=this.CHANGE_FULL)),r.$dirty=!n||!i,o&&this._signal(\"resize\",s),o},this.onGutterResize=function(){var e=this.$showGutter?this.$gutter.offsetWidth:0;e!=this.gutterWidth&&(this.$changes|=this.$updateCachedSize(!0,e,this.$size.width,this.$size.height)),this.session.getUseWrapMode()&&this.adjustWrapLimit()?this.$loop.schedule(this.CHANGE_FULL):this.$size.$dirty?this.$loop.schedule(this.CHANGE_FULL):(this.$computeLayerConfig(),this.$loop.schedule(this.CHANGE_MARKER))},this.adjustWrapLimit=function(){var e=this.$size.scrollerWidth-2*this.$padding,t=Math.floor(e/this.characterWidth);return this.session.adjustWrapLimit(t,this.$showPrintMargin&&this.$printMarginColumn)},this.setAnimatedScroll=function(e){this.setOption(\"animatedScroll\",e)},this.getAnimatedScroll=function(){return this.$animatedScroll},this.setShowInvisibles=function(e){this.setOption(\"showInvisibles\",e)},this.getShowInvisibles=function(){return this.getOption(\"showInvisibles\")},this.getDisplayIndentGuides=function(){return this.getOption(\"displayIndentGuides\")},this.setDisplayIndentGuides=function(e){this.setOption(\"displayIndentGuides\",e)},this.setShowPrintMargin=function(e){this.setOption(\"showPrintMargin\",e)},this.getShowPrintMargin=function(){return this.getOption(\"showPrintMargin\")},this.setPrintMarginColumn=function(e){this.setOption(\"printMarginColumn\",e)},this.getPrintMarginColumn=function(){return this.getOption(\"printMarginColumn\")},this.getShowGutter=function(){return this.getOption(\"showGutter\")},this.setShowGutter=function(e){return this.setOption(\"showGutter\",e)},this.getFadeFoldWidgets=function(){return this.getOption(\"fadeFoldWidgets\")},this.setFadeFoldWidgets=function(e){this.setOption(\"fadeFoldWidgets\",e)},this.setHighlightGutterLine=function(e){this.setOption(\"highlightGutterLine\",e)},this.getHighlightGutterLine=function(){return this.getOption(\"highlightGutterLine\")},this.$updateGutterLineHighlight=function(){var e=this.$cursorLayer.$pixelPos,t=this.layerConfig.lineHeight;if(this.session.getUseWrapMode()){var n=this.session.selection.getCursor();n.column=0,e=this.$cursorLayer.getPixelPosition(n,!0),t*=this.session.getRowLength(n.row)}this.$gutterLineHighlight.style.top=e.top-this.layerConfig.offset+\"px\",this.$gutterLineHighlight.style.height=t+\"px\"},this.$updatePrintMargin=function(){if(this.$showPrintMargin||this.$printMarginEl){if(!this.$printMarginEl){var e=o.createElement(\"div\");e.className=\"ace_layer ace_print-margin-layer\",this.$printMarginEl=o.createElement(\"div\"),this.$printMarginEl.className=\"ace_print-margin\",e.appendChild(this.$printMarginEl),this.content.insertBefore(e,this.content.firstChild)}var t=this.$printMarginEl.style;t.left=this.characterWidth*this.$printMarginColumn+this.$padding+\"px\",t.visibility=this.$showPrintMargin?\"visible\":\"hidden\",this.session&&-1==this.session.$wrap&&this.adjustWrapLimit()}},this.getContainerElement=function(){return this.container},this.getMouseEventTarget=function(){return this.scroller},this.getTextAreaContainer=function(){return this.container},this.$moveTextAreaToCursor=function(){if(this.$keepTextAreaAtCursor){var e=this.layerConfig,t=this.$cursorLayer.$pixelPos.top,n=this.$cursorLayer.$pixelPos.left;t-=e.offset;var i=this.textarea.style,o=this.lineHeight;if(t<0||t>e.height-o)i.top=i.left=\"0\";else{var r=this.characterWidth;if(this.$composition){var s=this.textarea.value.replace(/^\\x01+/,\"\");r*=this.session.$getStringScreenWidth(s)[0]+2,o+=2}(n-=this.scrollLeft)>this.$size.scrollerWidth-r&&(n=this.$size.scrollerWidth-r),n+=this.gutterWidth,i.height=o+\"px\",i.width=r+\"px\",i.left=Math.min(n,this.$size.scrollerWidth-r)+\"px\",i.top=Math.min(t,this.$size.height-o)+\"px\"}}},this.getFirstVisibleRow=function(){return this.layerConfig.firstRow},this.getFirstFullyVisibleRow=function(){return this.layerConfig.firstRow+(0===this.layerConfig.offset?0:1)},this.getLastFullyVisibleRow=function(){var e=this.layerConfig,t=e.lastRow;return this.session.documentToScreenRow(t,0)*e.lineHeight-this.session.getScrollTop()>e.height-e.lineHeight?t-1:t},this.getLastVisibleRow=function(){return this.layerConfig.lastRow},this.$padding=null,this.setPadding=function(e){this.$padding=e,this.$textLayer.setPadding(e),this.$cursorLayer.setPadding(e),this.$markerFront.setPadding(e),this.$markerBack.setPadding(e),this.$loop.schedule(this.CHANGE_FULL),this.$updatePrintMargin()},this.setScrollMargin=function(e,t,n,i){var o=this.scrollMargin;o.top=0|e,o.bottom=0|t,o.right=0|i,o.left=0|n,o.v=o.top+o.bottom,o.h=o.left+o.right,o.top&&this.scrollTop<=0&&this.session&&this.session.setScrollTop(-o.top),this.updateFull()},this.getHScrollBarAlwaysVisible=function(){return this.$hScrollBarAlwaysVisible},this.setHScrollBarAlwaysVisible=function(e){this.setOption(\"hScrollBarAlwaysVisible\",e)},this.getVScrollBarAlwaysVisible=function(){return this.$vScrollBarAlwaysVisible},this.setVScrollBarAlwaysVisible=function(e){this.setOption(\"vScrollBarAlwaysVisible\",e)},this.$updateScrollBarV=function(){var e=this.layerConfig.maxHeight,t=this.$size.scrollerHeight;!this.$maxLines&&this.$scrollPastEnd&&(e-=(t-this.lineHeight)*this.$scrollPastEnd,this.scrollTop>e-t&&(e=this.scrollTop+t,this.scrollBarV.scrollTop=null)),this.scrollBarV.setScrollHeight(e+this.scrollMargin.v),this.scrollBarV.setScrollTop(this.scrollTop+this.scrollMargin.top)},this.$updateScrollBarH=function(){this.scrollBarH.setScrollWidth(this.layerConfig.width+2*this.$padding+this.scrollMargin.h),this.scrollBarH.setScrollLeft(this.scrollLeft+this.scrollMargin.left)},this.$frozen=!1,this.freeze=function(){this.$frozen=!0},this.unfreeze=function(){this.$frozen=!1},this.$renderChanges=function(e,t){if(this.$changes&&(e|=this.$changes,this.$changes=0),this.session&&this.container.offsetWidth&&!this.$frozen&&(e||t)){if(this.$size.$dirty)return this.$changes|=e,this.onResize(!0);this.lineHeight||this.$textLayer.checkForSizeChanges(),this._signal(\"beforeRender\");var n=this.layerConfig;if(e&this.CHANGE_FULL||e&this.CHANGE_SIZE||e&this.CHANGE_TEXT||e&this.CHANGE_LINES||e&this.CHANGE_SCROLL||e&this.CHANGE_H_SCROLL){if(e|=this.$computeLayerConfig(),n.firstRow!=this.layerConfig.firstRow&&n.firstRowScreen==this.layerConfig.firstRowScreen){var i=this.scrollTop+(n.firstRow-this.layerConfig.firstRow)*this.lineHeight;i>0&&(this.scrollTop=i,e|=this.CHANGE_SCROLL,e|=this.$computeLayerConfig())}n=this.layerConfig,this.$updateScrollBarV(),e&this.CHANGE_H_SCROLL&&this.$updateScrollBarH(),this.$gutterLayer.element.style.marginTop=-n.offset+\"px\",this.content.style.marginTop=-n.offset+\"px\",this.content.style.width=n.width+2*this.$padding+\"px\",this.content.style.height=n.minHeight+\"px\"}if(e&this.CHANGE_H_SCROLL&&(this.content.style.marginLeft=-this.scrollLeft+\"px\",this.scroller.className=this.scrollLeft<=0?\"ace_scroller\":\"ace_scroller ace_scroll-left\"),e&this.CHANGE_FULL)return this.$textLayer.update(n),this.$showGutter&&this.$gutterLayer.update(n),this.$markerBack.update(n),this.$markerFront.update(n),this.$cursorLayer.update(n),this.$moveTextAreaToCursor(),this.$highlightGutterLine&&this.$updateGutterLineHighlight(),void this._signal(\"afterRender\");if(e&this.CHANGE_SCROLL)return e&this.CHANGE_TEXT||e&this.CHANGE_LINES?this.$textLayer.update(n):this.$textLayer.scrollLines(n),this.$showGutter&&this.$gutterLayer.update(n),this.$markerBack.update(n),this.$markerFront.update(n),this.$cursorLayer.update(n),this.$highlightGutterLine&&this.$updateGutterLineHighlight(),this.$moveTextAreaToCursor(),void this._signal(\"afterRender\");e&this.CHANGE_TEXT?(this.$textLayer.update(n),this.$showGutter&&this.$gutterLayer.update(n)):e&this.CHANGE_LINES?(this.$updateLines()||e&this.CHANGE_GUTTER&&this.$showGutter)&&this.$gutterLayer.update(n):(e&this.CHANGE_TEXT||e&this.CHANGE_GUTTER)&&this.$showGutter&&this.$gutterLayer.update(n),e&this.CHANGE_CURSOR&&(this.$cursorLayer.update(n),this.$moveTextAreaToCursor(),this.$highlightGutterLine&&this.$updateGutterLineHighlight()),e&(this.CHANGE_MARKER|this.CHANGE_MARKER_FRONT)&&this.$markerFront.update(n),e&(this.CHANGE_MARKER|this.CHANGE_MARKER_BACK)&&this.$markerBack.update(n),this._signal(\"afterRender\")}else this.$changes|=e},this.$autosize=function(){var e=this.session.getScreenLength()*this.lineHeight,t=this.$maxLines*this.lineHeight,n=Math.min(t,Math.max((this.$minLines||1)*this.lineHeight,e))+this.scrollMargin.v+(this.$extraHeight||0);this.$horizScroll&&(n+=this.scrollBarH.getHeight()),this.$maxPixelHeight&&n>this.$maxPixelHeight&&(n=this.$maxPixelHeight);var i=e>t;if(n!=this.desiredHeight||this.$size.height!=this.desiredHeight||i!=this.$vScroll){i!=this.$vScroll&&(this.$vScroll=i,this.scrollBarV.setVisible(i));var o=this.container.clientWidth;this.container.style.height=n+\"px\",this.$updateCachedSize(!0,this.$gutterWidth,o,n),this.desiredHeight=n,this._signal(\"autosize\")}},this.$computeLayerConfig=function(){var e=this.session,t=this.$size,n=t.height<=2*this.lineHeight,i=this.session.getScreenLength()*this.lineHeight,o=this.$getLongestLine(),r=!n&&(this.$hScrollBarAlwaysVisible||t.scrollerWidth-o-2*this.$padding<0),s=this.$horizScroll!==r;s&&(this.$horizScroll=r,this.scrollBarH.setVisible(r));var a=this.$vScroll;this.$maxLines&&this.lineHeight>1&&this.$autosize();var l=this.scrollTop%this.lineHeight,c=t.scrollerHeight+this.lineHeight,u=!this.$maxLines&&this.$scrollPastEnd?(t.scrollerHeight-this.lineHeight)*this.$scrollPastEnd:0;i+=u;var h=this.scrollMargin;this.session.setScrollTop(Math.max(-h.top,Math.min(this.scrollTop,i-t.scrollerHeight+h.bottom))),this.session.setScrollLeft(Math.max(-h.left,Math.min(this.scrollLeft,o+2*this.$padding-t.scrollerWidth+h.right)));var d=!n&&(this.$vScrollBarAlwaysVisible||t.scrollerHeight-i+u<0||this.scrollTop>h.top),m=a!==d;m&&(this.$vScroll=d,this.scrollBarV.setVisible(d));var p,f,g=Math.ceil(c/this.lineHeight)-1,C=Math.max(0,Math.round((this.scrollTop-l)/this.lineHeight)),E=C+g,A=this.lineHeight;C=e.screenToDocumentRow(C,0);var v=e.getFoldLine(C);v&&(C=v.start.row),p=e.documentToScreenRow(C,0),f=e.getRowLength(C)*A,E=Math.min(e.screenToDocumentRow(E,0),e.getLength()-1),c=t.scrollerHeight+e.getRowLength(E)*A+f,l=this.scrollTop-p*A;var _=0;return this.layerConfig.width!=o&&(_=this.CHANGE_H_SCROLL),(s||m)&&(_=this.$updateCachedSize(!0,this.gutterWidth,t.width,t.height),this._signal(\"scrollbarVisibilityChanged\"),m&&(o=this.$getLongestLine())),this.layerConfig={width:o,padding:this.$padding,firstRow:C,firstRowScreen:p,lastRow:E,lineHeight:A,characterWidth:this.characterWidth,minHeight:c,maxHeight:i,offset:l,gutterOffset:A?Math.max(0,Math.ceil((l+t.height-t.scrollerHeight)/A)):0,height:this.$size.scrollerHeight},_},this.$updateLines=function(){if(this.$changedLines){var e=this.$changedLines.firstRow,t=this.$changedLines.lastRow;this.$changedLines=null;var n=this.layerConfig;if(!(e>n.lastRow+1||tr?(t&&l+s>r+this.lineHeight&&(r-=t*this.$size.scrollerHeight),0===r&&(r=-this.scrollMargin.top),this.session.setScrollTop(r)):l+this.$size.scrollerHeight-ao?(o=1-this.scrollMargin.top||(t>0&&this.session.getScrollTop()+this.$size.scrollerHeight-this.layerConfig.maxHeight<-1+this.scrollMargin.bottom||(e<0&&this.session.getScrollLeft()>=1-this.scrollMargin.left||(e>0&&this.session.getScrollLeft()+this.$size.scrollerWidth-this.layerConfig.width<-1+this.scrollMargin.right||void 0)))},this.pixelToScreenCoordinates=function(e,t){var n=this.scroller.getBoundingClientRect(),i=(e+this.scrollLeft-n.left-this.$padding)/this.characterWidth,o=Math.floor((t+this.scrollTop-n.top)/this.lineHeight),r=Math.round(i);return{row:o,column:r,side:i-r>0?1:-1}},this.screenToTextCoordinates=function(e,t){var n=this.scroller.getBoundingClientRect(),i=Math.round((e+this.scrollLeft-n.left-this.$padding)/this.characterWidth),o=(t+this.scrollTop-n.top)/this.lineHeight;return this.session.screenToDocumentPosition(o,Math.max(i,0))},this.textToScreenCoordinates=function(e,t){var n=this.scroller.getBoundingClientRect(),i=this.session.documentToScreenPosition(e,t),o=this.$padding+Math.round(i.column*this.characterWidth),r=i.row*this.lineHeight;return{pageX:n.left+o-this.scrollLeft,pageY:n.top+r-this.scrollTop}},this.visualizeFocus=function(){o.addCssClass(this.container,\"ace_focus\")},this.visualizeBlur=function(){o.removeCssClass(this.container,\"ace_focus\")},this.showComposition=function(e){this.$composition||(this.$composition={keepTextAreaAtCursor:this.$keepTextAreaAtCursor,cssText:this.textarea.style.cssText}),this.$keepTextAreaAtCursor=!0,o.addCssClass(this.textarea,\"ace_composition\"),this.textarea.style.cssText=\"\",this.$moveTextAreaToCursor()},this.setCompositionText=function(e){this.$moveTextAreaToCursor()},this.hideComposition=function(){this.$composition&&(o.removeCssClass(this.textarea,\"ace_composition\"),this.$keepTextAreaAtCursor=this.$composition.keepTextAreaAtCursor,this.textarea.style.cssText=this.$composition.cssText,this.$composition=null)},this.setTheme=function(e,t){var n=this;if(this.$themeId=e,n._dispatchEvent(\"themeChange\",{theme:e}),e&&\"string\"!=typeof e)s(e);else{var i=e||this.$options.theme.initialValue;r.loadModule([\"theme\",i],s)}function s(i){if(n.$themeId!=e)return t&&t();if(!i||!i.cssClass)throw new Error(\"couldn't load module \"+e+\" or it didn't call define\");o.importCssString(i.cssText,i.cssClass,n.container.ownerDocument),n.theme&&o.removeCssClass(n.container,n.theme.cssClass);var r=\"padding\"in i?i.padding:\"padding\"in(n.theme||{})?4:n.$padding;n.$padding&&r!=n.$padding&&n.setPadding(r),n.$theme=i.cssClass,n.theme=i,o.addCssClass(n.container,i.cssClass),o.setCssClass(n.container,\"ace_dark\",i.isDark),n.$size&&(n.$size.width=0,n.$updateSizeAsync()),n._dispatchEvent(\"themeLoaded\",{theme:i}),t&&t()}},this.getTheme=function(){return this.$themeId},this.setStyle=function(e,t){o.setCssClass(this.container,e,!1!==t)},this.unsetStyle=function(e){o.removeCssClass(this.container,e)},this.setCursorStyle=function(e){this.scroller.style.cursor!=e&&(this.scroller.style.cursor=e)},this.setMouseCursor=function(e){this.scroller.style.cursor=e},this.destroy=function(){this.$textLayer.destroy(),this.$cursorLayer.destroy()}}).call(g.prototype),r.defineOptions(g.prototype,\"renderer\",{animatedScroll:{initialValue:!1},showInvisibles:{set:function(e){this.$textLayer.setShowInvisibles(e)&&this.$loop.schedule(this.CHANGE_TEXT)},initialValue:!1},showPrintMargin:{set:function(){this.$updatePrintMargin()},initialValue:!0},printMarginColumn:{set:function(){this.$updatePrintMargin()},initialValue:80},printMargin:{set:function(e){\"number\"==typeof e&&(this.$printMarginColumn=e),this.$showPrintMargin=!!e,this.$updatePrintMargin()},get:function(){return this.$showPrintMargin&&this.$printMarginColumn}},showGutter:{set:function(e){this.$gutter.style.display=e?\"block\":\"none\",this.$loop.schedule(this.CHANGE_FULL),this.onGutterResize()},initialValue:!0},fadeFoldWidgets:{set:function(e){o.setCssClass(this.$gutter,\"ace_fade-fold-widgets\",e)},initialValue:!1},showFoldWidgets:{set:function(e){this.$gutterLayer.setShowFoldWidgets(e)},initialValue:!0},showLineNumbers:{set:function(e){this.$gutterLayer.setShowLineNumbers(e),this.$loop.schedule(this.CHANGE_GUTTER)},initialValue:!0},displayIndentGuides:{set:function(e){this.$textLayer.setDisplayIndentGuides(e)&&this.$loop.schedule(this.CHANGE_TEXT)},initialValue:!0},highlightGutterLine:{set:function(e){if(!this.$gutterLineHighlight)return this.$gutterLineHighlight=o.createElement(\"div\"),this.$gutterLineHighlight.className=\"ace_gutter-active-line\",void this.$gutter.appendChild(this.$gutterLineHighlight);this.$gutterLineHighlight.style.display=e?\"\":\"none\",this.$cursorLayer.$pixelPos&&this.$updateGutterLineHighlight()},initialValue:!1,value:!0},hScrollBarAlwaysVisible:{set:function(e){this.$hScrollBarAlwaysVisible&&this.$horizScroll||this.$loop.schedule(this.CHANGE_SCROLL)},initialValue:!1},vScrollBarAlwaysVisible:{set:function(e){this.$vScrollBarAlwaysVisible&&this.$vScroll||this.$loop.schedule(this.CHANGE_SCROLL)},initialValue:!1},fontSize:{set:function(e){\"number\"==typeof e&&(e+=\"px\"),this.container.style.fontSize=e,this.updateFontSize()},initialValue:12},fontFamily:{set:function(e){this.container.style.fontFamily=e,this.updateFontSize()}},maxLines:{set:function(e){this.updateFull()}},minLines:{set:function(e){this.updateFull()}},maxPixelHeight:{set:function(e){this.updateFull()},initialValue:0},scrollPastEnd:{set:function(e){e=+e||0,this.$scrollPastEnd!=e&&(this.$scrollPastEnd=e,this.$loop.schedule(this.CHANGE_SCROLL))},initialValue:0,handlesSet:!0},fixedWidthGutter:{set:function(e){this.$gutterLayer.$fixedWidth=!!e,this.$loop.schedule(this.CHANGE_GUTTER)}},theme:{set:function(e){this.setTheme(e)},get:function(){return this.$themeId||this.theme},initialValue:\"./theme/textmate\",handlesSet:!0}}),t.VirtualRenderer=g}),ace.define(\"ace/worker/worker_client\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/net\",\"ace/lib/event_emitter\",\"ace/config\"],function(e,t,n){\"use strict\";var i=e(\"../lib/oop\"),o=e(\"../lib/net\"),r=e(\"../lib/event_emitter\").EventEmitter,s=e(\"../config\");function a(e){var t=function(e){var t=\"importScripts('\"+o.qualifyURL(e)+\"');\";try{return new Blob([t],{type:\"application/javascript\"})}catch(e){var n=new(window.BlobBuilder||window.WebKitBlobBuilder||window.MozBlobBuilder);return n.append(t),n.getBlob(\"application/javascript\")}}(e),n=(window.URL||window.webkitURL).createObjectURL(t);return new Worker(n)}var l=function(t,n,i,o,r){if(this.$sendDeltaQueue=this.$sendDeltaQueue.bind(this),this.changeListener=this.changeListener.bind(this),this.onMessage=this.onMessage.bind(this),e.nameToUrl&&!e.toUrl&&(e.toUrl=e.nameToUrl),s.get(\"packaged\")||!e.toUrl)o=o||s.moduleUrl(n,\"worker\");else{var l=this.$normalizePath;o=o||l(e.toUrl(\"ace/worker/worker.js\",null,\"_\"));var c={};t.forEach(function(t){c[t]=l(e.toUrl(t,null,\"_\").replace(/(\\.js)?(\\?.*)?$/,\"\"))})}this.$worker=a(o),r&&this.send(\"importScripts\",r),this.$worker.postMessage({init:!0,tlns:c,module:n,classname:i}),this.callbackId=1,this.callbacks={},this.$worker.onmessage=this.onMessage};(function(){i.implement(this,r),this.onMessage=function(e){var t=e.data;switch(t.type){case\"event\":this._signal(t.name,{data:t.data});break;case\"call\":var n=this.callbacks[t.id];n&&(n(t.data),delete this.callbacks[t.id]);break;case\"error\":this.reportError(t.data);break;case\"log\":window.console&&console.log&&console.log.apply(console,t.data)}},this.reportError=function(e){window.console&&console.error&&console.error(e)},this.$normalizePath=function(e){return o.qualifyURL(e)},this.terminate=function(){this._signal(\"terminate\",{}),this.deltaQueue=null,this.$worker.terminate(),this.$worker=null,this.$doc&&this.$doc.off(\"change\",this.changeListener),this.$doc=null},this.send=function(e,t){this.$worker.postMessage({command:e,args:t})},this.call=function(e,t,n){if(n){var i=this.callbackId++;this.callbacks[i]=n,t.push(i)}this.send(e,t)},this.emit=function(e,t){try{this.$worker.postMessage({event:e,data:{data:t.data}})}catch(e){console.error(e.stack)}},this.attachToDocument=function(e){this.$doc&&this.terminate(),this.$doc=e,this.call(\"setValue\",[e.getValue()]),e.on(\"change\",this.changeListener)},this.changeListener=function(e){this.deltaQueue||(this.deltaQueue=[],setTimeout(this.$sendDeltaQueue,0)),\"insert\"==e.action?this.deltaQueue.push(e.start,e.lines):this.deltaQueue.push(e.start,e.end)},this.$sendDeltaQueue=function(){var e=this.deltaQueue;e&&(this.deltaQueue=null,e.length>50&&e.length>this.$doc.getLength()>>1?this.call(\"setValue\",[this.$doc.getValue()]):this.emit(\"change\",{data:e}))}}).call(l.prototype);var c=function(e,t,n){this.$sendDeltaQueue=this.$sendDeltaQueue.bind(this),this.changeListener=this.changeListener.bind(this),this.callbackId=1,this.callbacks={},this.messageBuffer=[];var i=null,o=!1,a=Object.create(r),l=this;this.$worker={},this.$worker.terminate=function(){},this.$worker.postMessage=function(e){l.messageBuffer.push(e),i&&(o?setTimeout(c):c())},this.setEmitSync=function(e){o=e};var c=function(){var e=l.messageBuffer.shift();e.command?i[e.command].apply(i,e.args):e.event&&a._signal(e.event,e.data)};a.postMessage=function(e){l.onMessage({data:e})},a.callback=function(e,t){this.postMessage({type:\"call\",id:t,data:e})},a.emit=function(e,t){this.postMessage({type:\"event\",name:e,data:t})},s.loadModule([\"worker\",t],function(e){for(i=new e[n](a);l.messageBuffer.length;)c()})};c.prototype=l.prototype,t.UIWorkerClient=c,t.WorkerClient=l,t.createWorker=a}),ace.define(\"ace/placeholder\",[\"require\",\"exports\",\"module\",\"ace/range\",\"ace/lib/event_emitter\",\"ace/lib/oop\"],function(e,t,n){\"use strict\";var i=e(\"./range\").Range,o=e(\"./lib/event_emitter\").EventEmitter,r=e(\"./lib/oop\"),s=function(e,t,n,i,o,r){var s=this;this.length=t,this.session=e,this.doc=e.getDocument(),this.mainClass=o,this.othersClass=r,this.$onUpdate=this.onUpdate.bind(this),this.doc.on(\"change\",this.$onUpdate),this.$others=i,this.$onCursorChange=function(){setTimeout(function(){s.onCursorChange()})},this.$pos=n;var a=e.getUndoManager().$undoStack||e.getUndoManager().$undostack||{length:-1};this.$undoStackDepth=a.length,this.setup(),e.selection.on(\"changeCursor\",this.$onCursorChange)};(function(){r.implement(this,o),this.setup=function(){var e=this,t=this.doc,n=this.session;this.selectionBefore=n.selection.toJSON(),n.selection.inMultiSelectMode&&n.selection.toSingleRange(),this.pos=t.createAnchor(this.$pos.row,this.$pos.column);var o=this.pos;o.$insertRight=!0,o.detach(),o.markerId=n.addMarker(new i(o.row,o.column,o.row,o.column+this.length),this.mainClass,null,!1),this.others=[],this.$others.forEach(function(n){var i=t.createAnchor(n.row,n.column);i.$insertRight=!0,i.detach(),e.others.push(i)}),n.setUndoSelect(!1)},this.showOtherMarkers=function(){if(!this.othersActive){var e=this.session,t=this;this.othersActive=!0,this.others.forEach(function(n){n.markerId=e.addMarker(new i(n.row,n.column,n.row,n.column+t.length),t.othersClass,null,!1)})}},this.hideOtherMarkers=function(){if(this.othersActive){this.othersActive=!1;for(var e=0;e=this.pos.column&&t.start.column<=this.pos.column+this.length+1,r=t.start.column-this.pos.column;if(this.updateAnchors(e),o&&(this.length+=n),o&&!this.session.$fromUndo)if(\"insert\"===e.action)for(var s=this.others.length-1;s>=0;s--){var a={row:(l=this.others[s]).row,column:l.column+r};this.doc.insertMergedLines(a,e.lines)}else if(\"remove\"===e.action)for(s=this.others.length-1;s>=0;s--){var l;a={row:(l=this.others[s]).row,column:l.column+r};this.doc.remove(new i(a.row,a.column,a.row,a.column-n))}this.$updating=!1,this.updateMarkers()}},this.updateAnchors=function(e){this.pos.onChange(e);for(var t=this.others.length;t--;)this.others[t].onChange(e);this.updateMarkers()},this.updateMarkers=function(){if(!this.$updating){var e=this,t=this.session,n=function(n,o){t.removeMarker(n.markerId),n.markerId=t.addMarker(new i(n.row,n.column,n.row,n.column+e.length),o,null,!1)};n(this.pos,this.mainClass);for(var o=this.others.length;o--;)n(this.others[o],this.othersClass)}},this.onCursorChange=function(e){if(!this.$updating&&this.session){var t=this.session.selection.getCursor();t.row===this.pos.row&&t.column>=this.pos.column&&t.column<=this.pos.column+this.length?(this.showOtherMarkers(),this._emit(\"cursorEnter\",e)):(this.hideOtherMarkers(),this._emit(\"cursorLeave\",e))}},this.detach=function(){this.session.removeMarker(this.pos&&this.pos.markerId),this.hideOtherMarkers(),this.doc.removeEventListener(\"change\",this.$onUpdate),this.session.selection.removeEventListener(\"changeCursor\",this.$onCursorChange),this.session.setUndoSelect(!0),this.session=null},this.cancel=function(){if(-1!==this.$undoStackDepth){for(var e=this.session.getUndoManager(),t=(e.$undoStack||e.$undostack).length-this.$undoStackDepth,n=0;n1&&!this.inMultiSelectMode&&(this._signal(\"multiSelect\"),this.inMultiSelectMode=!0,this.session.$undoSelect=!1,this.rangeList.attach(this.session)),t||this.fromOrientedRange(e)}},this.toSingleRange=function(e){e=e||this.ranges[0];var t=this.rangeList.removeAll();t.length&&this.$onRemoveRange(t),e&&this.fromOrientedRange(e)},this.substractPoint=function(e){var t=this.rangeList.substractPoint(e);if(t)return this.$onRemoveRange(t),t[0]},this.mergeOverlappingRanges=function(){var e=this.rangeList.merge();e.length?this.$onRemoveRange(e):this.ranges[0]&&this.fromOrientedRange(this.ranges[0])},this.$onAddRange=function(e){this.rangeCount=this.rangeList.ranges.length,this.ranges.unshift(e),this._signal(\"addRange\",{range:e})},this.$onRemoveRange=function(e){if(this.rangeCount=this.rangeList.ranges.length,1==this.rangeCount&&this.inMultiSelectMode){var t=this.rangeList.ranges.pop();e.push(t),this.rangeCount=0}for(var n=e.length;n--;){var i=this.ranges.indexOf(e[n]);this.ranges.splice(i,1)}this._signal(\"removeRange\",{ranges:e}),0===this.rangeCount&&this.inMultiSelectMode&&(this.inMultiSelectMode=!1,this._signal(\"singleSelect\"),this.session.$undoSelect=!0,this.rangeList.detach(this.session)),(t=t||this.ranges[0])&&!t.isEqual(this.getRange())&&this.fromOrientedRange(t)},this.$initRangeList=function(){this.rangeList||(this.rangeList=new i,this.ranges=[],this.rangeCount=0)},this.getAllRanges=function(){return this.rangeCount?this.rangeList.ranges.concat():[this.getRange()]},this.splitIntoLines=function(){if(this.rangeCount>1){var e=this.rangeList.ranges,t=e[e.length-1],n=o.fromPoints(e[0].start,t.end);this.toSingleRange(),this.setSelectionRange(n,t.cursor==t.start)}else{n=this.getRange();var i=this.isBackwards(),r=n.start.row,s=n.end.row;if(r==s){if(i)var a=n.end,l=n.start;else a=n.start,l=n.end;return this.addRange(o.fromPoints(l,l)),void this.addRange(o.fromPoints(a,a))}var c=[],u=this.getLineRange(r,!0);u.start.column=n.start.column,c.push(u);for(var h=r+1;h1){var e=this.rangeList.ranges,t=e[e.length-1],n=o.fromPoints(e[0].start,t.end);this.toSingleRange(),this.setSelectionRange(n,t.cursor==t.start)}else{var i=this.session.documentToScreenPosition(this.selectionLead),r=this.session.documentToScreenPosition(this.selectionAnchor);this.rectangularRangeBlock(i,r).forEach(this.addRange,this)}},this.rectangularRangeBlock=function(e,t,n){var i=[],r=e.column0;)g--;if(g>0)for(var C=0;i[C].isEmpty();)C++;for(var E=g;E>=C;E--)i[E].isEmpty()&&i.splice(E,1)}return i}}.call(r.prototype);var d=e(\"./editor\").Editor;function m(e){e.$multiselectOnSessionChange||(e.$onAddRange=e.$onAddRange.bind(e),e.$onRemoveRange=e.$onRemoveRange.bind(e),e.$onMultiSelect=e.$onMultiSelect.bind(e),e.$onSingleSelect=e.$onSingleSelect.bind(e),e.$multiselectOnSessionChange=t.onSessionChange.bind(e),e.$checkMultiselectChange=e.$checkMultiselectChange.bind(e),e.$multiselectOnSessionChange(e),e.on(\"changeSession\",e.$multiselectOnSessionChange),e.on(\"mousedown\",s),e.commands.addCommands(c.defaultCommands),function(e){var t=e.textInput.getElement(),n=!1;function i(t){n&&(e.renderer.setMouseCursor(\"\"),n=!1)}a.addListener(t,\"keydown\",function(t){var o=18==t.keyCode&&!(t.ctrlKey||t.shiftKey||t.metaKey);e.$blockSelectEnabled&&o?n||(e.renderer.setMouseCursor(\"crosshair\"),n=!0):n&&i()}),a.addListener(t,\"keyup\",i),a.addListener(t,\"blur\",i)}(e))}(function(){this.updateSelectionMarkers=function(){this.renderer.updateCursor(),this.renderer.updateBackMarkers()},this.addSelectionMarker=function(e){e.cursor||(e.cursor=e.end);var t=this.getSelectionStyle();return e.marker=this.session.addMarker(e,\"ace_selection\",t),this.session.$selectionMarkers.push(e),this.session.selectionMarkerCount=this.session.$selectionMarkers.length,e},this.removeSelectionMarker=function(e){if(e.marker){this.session.removeMarker(e.marker);var t=this.session.$selectionMarkers.indexOf(e);-1!=t&&this.session.$selectionMarkers.splice(t,1),this.session.selectionMarkerCount=this.session.$selectionMarkers.length}},this.removeSelectionMarkers=function(e){for(var t=this.session.$selectionMarkers,n=e.length;n--;){var i=e[n];if(i.marker){this.session.removeMarker(i.marker);var o=t.indexOf(i);-1!=o&&t.splice(o,1)}}this.session.selectionMarkerCount=t.length},this.$onAddRange=function(e){this.addSelectionMarker(e.range),this.renderer.updateCursor(),this.renderer.updateBackMarkers()},this.$onRemoveRange=function(e){this.removeSelectionMarkers(e.ranges),this.renderer.updateCursor(),this.renderer.updateBackMarkers()},this.$onMultiSelect=function(e){this.inMultiSelectMode||(this.inMultiSelectMode=!0,this.setStyle(\"ace_multiselect\"),this.keyBinding.addKeyboardHandler(c.keyboardHandler),this.commands.setDefaultHandler(\"exec\",this.$onMultiSelectExec),this.renderer.updateCursor(),this.renderer.updateBackMarkers())},this.$onSingleSelect=function(e){this.session.multiSelect.inVirtualMode||(this.inMultiSelectMode=!1,this.unsetStyle(\"ace_multiselect\"),this.keyBinding.removeKeyboardHandler(c.keyboardHandler),this.commands.removeDefaultHandler(\"exec\",this.$onMultiSelectExec),this.renderer.updateCursor(),this.renderer.updateBackMarkers(),this._emit(\"changeSelection\"))},this.$onMultiSelectExec=function(e){var t=e.command,n=e.editor;if(n.multiSelect){if(t.multiSelectAction)\"forEach\"==t.multiSelectAction?i=n.forEachSelection(t,e.args):\"forEachLine\"==t.multiSelectAction?i=n.forEachSelection(t,e.args,!0):\"single\"==t.multiSelectAction?(n.exitMultiSelectMode(),i=t.exec(n,e.args||{})):i=t.multiSelectAction(n,e.args||{});else{var i=t.exec(n,e.args||{});n.multiSelect.addRange(n.multiSelect.toOrientedRange()),n.multiSelect.mergeOverlappingRanges()}return i}},this.forEachSelection=function(e,t,n){if(!this.inVirtualSelectionMode){var i,o=n&&n.keepOrder,s=1==n||n&&n.$byLines,a=this.session,l=this.selection,c=l.rangeList,u=(o?l:c).ranges;if(!u.length)return e.exec?e.exec(this,t||{}):e(this,t||{});var h=l._eventRegistry;l._eventRegistry={};var d=new r(a);this.inVirtualSelectionMode=!0;for(var m=u.length;m--;){if(s)for(;m>0&&u[m].start.row==u[m-1].end.row;)m--;d.fromOrientedRange(u[m]),d.index=m,this.selection=a.selection=d;var p=e.exec?e.exec(this,t||{}):e(this,t||{});i||void 0===p||(i=p),d.toOrientedRange(u[m])}d.detach(),this.selection=a.selection=l,this.inVirtualSelectionMode=!1,l._eventRegistry=h,l.mergeOverlappingRanges();var f=this.renderer.$scrollAnimation;return this.onCursorChange(),this.onSelectionChange(),f&&f.from==f.to&&this.renderer.animateScrolling(f.from),i}},this.exitMultiSelectMode=function(){this.inMultiSelectMode&&!this.inVirtualSelectionMode&&this.multiSelect.toSingleRange()},this.getSelectedText=function(){var e=\"\";if(this.inMultiSelectMode&&!this.inVirtualSelectionMode){for(var t=this.multiSelect.rangeList.ranges,n=[],i=0;is&&(s=n.column),iu?e.insert(i,l.stringRepeat(\" \",r-u)):e.remove(new o(i.row,i.column,i.row,i.column-r+u)),t.start.column=t.end.column=s,t.start.row=t.end.row=i.row,t.cursor=t.end}),t.fromOrientedRange(n[0]),this.renderer.updateCursor(),this.renderer.updateBackMarkers()}else{var u=this.selection.getRange(),h=u.start.row,d=u.end.row,m=h==d;if(m){var p,f=this.session.getLength();do{p=this.session.getLine(d)}while(/[=:]/.test(p)&&++d0);h<0&&(h=0),d>=f&&(d=f-1)}var g=this.session.removeFullLines(h,d);g=this.$reAlignText(g,m),this.session.insert({row:h,column:0},g.join(\"\\n\")+\"\\n\"),m||(u.start.column=0,u.end.column=g[g.length-1].length),this.selection.setRange(u)}},this.$reAlignText=function(e,t){var n,i,o,r=!0,s=!0;return e.map(function(e){var t=e.match(/(\\s*)(.*?)(\\s*)([=:].*)/);return t?null==n?(n=t[1].length,i=t[2].length,o=t[3].length,t):(n+i+o!=t[1].length+t[2].length+t[3].length&&(s=!1),n!=t[1].length&&(r=!1),n>t[1].length&&(n=t[1].length),it[3].length&&(o=t[3].length),t):[e]}).map(t?c:r?s?function(e){return e[2]?a(n+i-e[2].length)+e[2]+a(o)+e[4].replace(/^([=:])\\s+/,\"$1 \"):e[0]}:c:function(e){return e[2]?a(n)+e[2]+a(o)+e[4].replace(/^([=:])\\s+/,\"$1 \"):e[0]});function a(e){return l.stringRepeat(\" \",e)}function c(e){return e[2]?a(n)+e[2]+a(i-e[2].length+o)+e[4].replace(/^([=:])\\s+/,\"$1 \"):e[0]}}}).call(d.prototype),t.onSessionChange=function(e){var t=e.session;t&&!t.multiSelect&&(t.$selectionMarkers=[],t.selection.$initRangeList(),t.multiSelect=t.selection),this.multiSelect=t&&t.multiSelect;var n=e.oldSession;n&&(n.multiSelect.off(\"addRange\",this.$onAddRange),n.multiSelect.off(\"removeRange\",this.$onRemoveRange),n.multiSelect.off(\"multiSelect\",this.$onMultiSelect),n.multiSelect.off(\"singleSelect\",this.$onSingleSelect),n.multiSelect.lead.off(\"change\",this.$checkMultiselectChange),n.multiSelect.anchor.off(\"change\",this.$checkMultiselectChange)),t&&(t.multiSelect.on(\"addRange\",this.$onAddRange),t.multiSelect.on(\"removeRange\",this.$onRemoveRange),t.multiSelect.on(\"multiSelect\",this.$onMultiSelect),t.multiSelect.on(\"singleSelect\",this.$onSingleSelect),t.multiSelect.lead.on(\"change\",this.$checkMultiselectChange),t.multiSelect.anchor.on(\"change\",this.$checkMultiselectChange)),t&&this.inMultiSelectMode!=t.selection.inMultiSelectMode&&(t.selection.inMultiSelectMode?this.$onMultiSelect():this.$onSingleSelect())},t.MultiSelect=m,e(\"./config\").defineOptions(d.prototype,\"editor\",{enableMultiselect:{set:function(e){m(this),e?(this.on(\"changeSession\",this.$multiselectOnSessionChange),this.on(\"mousedown\",s)):(this.off(\"changeSession\",this.$multiselectOnSessionChange),this.off(\"mousedown\",s))},value:!0},enableBlockSelect:{set:function(e){this.$blockSelectEnabled=e},value:!0}})}),ace.define(\"ace/mode/folding/fold_mode\",[\"require\",\"exports\",\"module\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"../../range\").Range,o=t.FoldMode=function(){};(function(){this.foldingStartMarker=null,this.foldingStopMarker=null,this.getFoldWidget=function(e,t,n){var i=e.getLine(n);return this.foldingStartMarker.test(i)?\"start\":\"markbeginend\"==t&&this.foldingStopMarker&&this.foldingStopMarker.test(i)?\"end\":\"\"},this.getFoldWidgetRange=function(e,t,n){return null},this.indentationBlock=function(e,t,n){var o=/\\S/,r=e.getLine(t),s=r.search(o);if(-1!=s){for(var a=n||r.length,l=e.getLength(),c=t,u=t;++tc){var d=e.getLine(u).length;return new i(c,a,u,d)}}},this.openingBracketBlock=function(e,t,n,o,r){var s={row:n,column:o+1},a=e.$findClosingBracket(t,s,r);if(a){var l=e.foldWidgets[a.row];return null==l&&(l=e.getFoldWidget(a.row)),\"start\"==l&&a.row>s.row&&(a.row--,a.column=e.getLine(a.row).length),i.fromPoints(s,a)}},this.closingBracketBlock=function(e,t,n,o,r){var s={row:n,column:o},a=e.$findOpeningBracket(t,s);if(a)return a.column++,s.column--,i.fromPoints(a,s)}}).call(o.prototype)}),ace.define(\"ace/theme/textmate\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\"],function(e,t,n){\"use strict\";t.isDark=!1,t.cssClass=\"ace-tm\",t.cssText='.ace-tm .ace_gutter {background: #f0f0f0;color: #333;}.ace-tm .ace_print-margin {width: 1px;background: #e8e8e8;}.ace-tm .ace_fold {background-color: #6B72E6;}.ace-tm {background-color: #FFFFFF;color: black;}.ace-tm .ace_cursor {color: black;}.ace-tm .ace_invisible {color: rgb(191, 191, 191);}.ace-tm .ace_storage,.ace-tm .ace_keyword {color: blue;}.ace-tm .ace_constant {color: rgb(197, 6, 11);}.ace-tm .ace_constant.ace_buildin {color: rgb(88, 72, 246);}.ace-tm .ace_constant.ace_language {color: rgb(88, 92, 246);}.ace-tm .ace_constant.ace_library {color: rgb(6, 150, 14);}.ace-tm .ace_invalid {background-color: rgba(255, 0, 0, 0.1);color: red;}.ace-tm .ace_support.ace_function {color: rgb(60, 76, 114);}.ace-tm .ace_support.ace_constant {color: rgb(6, 150, 14);}.ace-tm .ace_support.ace_type,.ace-tm .ace_support.ace_class {color: rgb(109, 121, 222);}.ace-tm .ace_keyword.ace_operator {color: rgb(104, 118, 135);}.ace-tm .ace_string {color: rgb(3, 106, 7);}.ace-tm .ace_comment {color: rgb(76, 136, 107);}.ace-tm .ace_comment.ace_doc {color: rgb(0, 102, 255);}.ace-tm .ace_comment.ace_doc.ace_tag {color: rgb(128, 159, 191);}.ace-tm .ace_constant.ace_numeric {color: rgb(0, 0, 205);}.ace-tm .ace_variable {color: rgb(49, 132, 149);}.ace-tm .ace_xml-pe {color: rgb(104, 104, 91);}.ace-tm .ace_entity.ace_name.ace_function {color: #0000A2;}.ace-tm .ace_heading {color: rgb(12, 7, 255);}.ace-tm .ace_list {color:rgb(185, 6, 144);}.ace-tm .ace_meta.ace_tag {color:rgb(0, 22, 142);}.ace-tm .ace_string.ace_regex {color: rgb(255, 0, 0)}.ace-tm .ace_marker-layer .ace_selection {background: rgb(181, 213, 255);}.ace-tm.ace_multiselect .ace_selection.ace_start {box-shadow: 0 0 3px 0px white;}.ace-tm .ace_marker-layer .ace_step {background: rgb(252, 255, 0);}.ace-tm .ace_marker-layer .ace_stack {background: rgb(164, 229, 101);}.ace-tm .ace_marker-layer .ace_bracket {margin: -1px 0 0 -1px;border: 1px solid rgb(192, 192, 192);}.ace-tm .ace_marker-layer .ace_active-line {background: rgba(0, 0, 0, 0.07);}.ace-tm .ace_gutter-active-line {background-color : #dcdcdc;}.ace-tm .ace_marker-layer .ace_selected-word {background: rgb(250, 250, 255);border: 1px solid rgb(200, 200, 250);}.ace-tm .ace_indent-guide {background: url(\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAACCAYAAACZgbYnAAAAE0lEQVQImWP4////f4bLly//BwAmVgd1/w11/gAAAABJRU5ErkJggg==\") right repeat-y;}',e(\"../lib/dom\").importCssString(t.cssText,t.cssClass)}),ace.define(\"ace/line_widgets\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/lib/dom\",\"ace/range\"],function(e,t,n){\"use strict\";e(\"./lib/oop\");var i=e(\"./lib/dom\");e(\"./range\").Range;function o(e){this.session=e,this.session.widgetManager=this,this.session.getRowLength=this.getRowLength,this.session.$getWidgetScreenLength=this.$getWidgetScreenLength,this.updateOnChange=this.updateOnChange.bind(this),this.renderWidgets=this.renderWidgets.bind(this),this.measureWidgets=this.measureWidgets.bind(this),this.session._changedWidgets=[],this.$onChangeEditor=this.$onChangeEditor.bind(this),this.session.on(\"change\",this.updateOnChange),this.session.on(\"changeFold\",this.updateOnFold),this.session.on(\"changeEditor\",this.$onChangeEditor)}(function(){this.getRowLength=function(e){var t;return t=this.lineWidgets&&this.lineWidgets[e]&&this.lineWidgets[e].rowCount||0,this.$useWrapMode&&this.$wrapData[e]?this.$wrapData[e].length+1+t:1+t},this.$getWidgetScreenLength=function(){var e=0;return this.lineWidgets.forEach(function(t){t&&t.rowCount&&!t.hidden&&(e+=t.rowCount)}),e},this.$onChangeEditor=function(e){this.attach(e.editor)},this.attach=function(e){e&&e.widgetManager&&e.widgetManager!=this&&e.widgetManager.detach(),this.editor!=e&&(this.detach(),this.editor=e,e&&(e.widgetManager=this,e.renderer.on(\"beforeRender\",this.measureWidgets),e.renderer.on(\"afterRender\",this.renderWidgets)))},this.detach=function(e){var t=this.editor;if(t){this.editor=null,t.widgetManager=null,t.renderer.off(\"beforeRender\",this.measureWidgets),t.renderer.off(\"afterRender\",this.renderWidgets);var n=this.session.lineWidgets;n&&n.forEach(function(e){e&&e.el&&e.el.parentNode&&(e._inDocument=!1,e.el.parentNode.removeChild(e.el))})}},this.updateOnFold=function(e,t){var n=t.lineWidgets;if(n&&e.action){for(var i=e.data,o=i.start.row,r=i.end.row,s=\"add\"==e.action,a=o+1;a0&&!i[o];)o--;this.firstRow=n.firstRow,this.lastRow=n.lastRow,t.$cursorLayer.config=n;for(var s=o;s<=r;s++){var a=i[s];if(a&&a.el)if(a.hidden)a.el.style.top=-100-(a.pixelHeight||0)+\"px\";else{a._inDocument||(a._inDocument=!0,t.container.appendChild(a.el));var l=t.$cursorLayer.getPixelPosition({row:s,column:0},!0).top;a.coverLine||(l+=n.lineHeight*this.session.getRowLineCount(a.row)),a.el.style.top=l-n.offset+\"px\";var c=a.coverGutter?0:t.gutterWidth;a.fixedWidth||(c-=t.scrollLeft),a.el.style.left=c+\"px\",a.fullWidth&&a.screenWidth&&(a.el.style.minWidth=n.width+2*n.padding+\"px\"),a.fixedWidth?a.el.style.right=t.scrollBar.getWidth()+\"px\":a.el.style.right=\"\"}}}}}).call(o.prototype),t.LineWidgets=o}),ace.define(\"ace/ext/error_marker\",[\"require\",\"exports\",\"module\",\"ace/line_widgets\",\"ace/lib/dom\",\"ace/range\"],function(e,t,n){\"use strict\";var i=e(\"../line_widgets\").LineWidgets,o=e(\"../lib/dom\"),r=e(\"../range\").Range;t.showErrorMarker=function(e,t){var n=e.session;n.widgetManager||(n.widgetManager=new i(n),n.widgetManager.attach(e));var s=e.getCursorPosition(),a=s.row,l=n.widgetManager.getWidgetsAtRow(a).filter(function(e){return\"errorMarker\"==e.type})[0];l?l.destroy():a-=t;var c,u=function(e,t,n){var i=e.getAnnotations().sort(r.comparePoints);if(i.length){var o=function(e,t,n){for(var i=0,o=e.length-1;i<=o;){var r=i+o>>1,s=n(t,e[r]);if(s>0)i=r+1;else{if(!(s<0))return r;o=r-1}}return-(i+1)}(i,{row:t,column:-1},r.comparePoints);o<0&&(o=-o-1),o>=i.length?o=n>0?0:i.length-1:0===o&&n<0&&(o=i.length-1);var s=i[o];if(s&&n){if(s.row===t){do{s=i[o+=n]}while(s&&s.row===t);if(!s)return i.slice()}var a=[];t=s.row;do{a[n<0?\"unshift\":\"push\"](s),s=i[o+=n]}while(s&&s.row==t);return a.length&&a}}}(n,a,t);if(u){var h=u[0];s.column=(h.pos&&\"number\"!=typeof h.column?h.pos.sc:h.column)||0,s.row=h.row,c=e.renderer.$gutterLayer.$annotations[s.row]}else{if(l)return;c={text:[\"Looks good!\"],className:\"ace_ok\"}}e.session.unfold(s.row),e.selection.moveToPosition(s);var d={row:s.row,fixedWidth:!0,coverGutter:!0,el:o.createElement(\"div\"),type:\"errorMarker\"},m=d.el.appendChild(o.createElement(\"div\")),p=d.el.appendChild(o.createElement(\"div\"));p.className=\"error_widget_arrow \"+c.className;var f=e.renderer.$cursorLayer.getPixelPosition(s).left;p.style.left=f+e.renderer.gutterWidth-5+\"px\",d.el.className=\"error_widget_wrapper\",m.className=\"error_widget \"+c.className,m.innerHTML=c.text.join(\"
                                          \"),m.appendChild(o.createElement(\"div\"));var g=function(e,t,n){if(0===t&&(\"esc\"===n||\"return\"===n))return d.destroy(),{command:\"null\"}};d.destroy=function(){e.$mouseHandler.isMousePressed||(e.keyBinding.removeKeyboardHandler(g),n.widgetManager.removeLineWidget(d),e.off(\"changeSelection\",d.destroy),e.off(\"changeSession\",d.destroy),e.off(\"mouseup\",d.destroy),e.off(\"change\",d.destroy))},e.keyBinding.addKeyboardHandler(g),e.on(\"changeSelection\",d.destroy),e.on(\"changeSession\",d.destroy),e.on(\"mouseup\",d.destroy),e.on(\"change\",d.destroy),e.session.widgetManager.addLineWidget(d),d.el.onmousedown=e.focus.bind(e),e.renderer.scrollCursorIntoView(null,.5,{bottom:d.el.offsetHeight})},o.importCssString(\" .error_widget_wrapper { background: inherit; color: inherit; border:none } .error_widget { border-top: solid 2px; border-bottom: solid 2px; margin: 5px 0; padding: 10px 40px; white-space: pre-wrap; } .error_widget.ace_error, .error_widget_arrow.ace_error{ border-color: #ff5a5a } .error_widget.ace_warning, .error_widget_arrow.ace_warning{ border-color: #F1D817 } .error_widget.ace_info, .error_widget_arrow.ace_info{ border-color: #5a5a5a } .error_widget.ace_ok, .error_widget_arrow.ace_ok{ border-color: #5aaa5a } .error_widget_arrow { position: absolute; border: solid 5px; border-top-color: transparent!important; border-right-color: transparent!important; border-left-color: transparent!important; top: -5px; }\",\"\")}),ace.define(\"ace/ace\",[\"require\",\"exports\",\"module\",\"ace/lib/fixoldbrowsers\",\"ace/lib/dom\",\"ace/lib/event\",\"ace/editor\",\"ace/edit_session\",\"ace/undomanager\",\"ace/virtual_renderer\",\"ace/worker/worker_client\",\"ace/keyboard/hash_handler\",\"ace/placeholder\",\"ace/multi_select\",\"ace/mode/folding/fold_mode\",\"ace/theme/textmate\",\"ace/ext/error_marker\",\"ace/config\"],function(e,t,i){\"use strict\";e(\"./lib/fixoldbrowsers\");var o=e(\"./lib/dom\"),r=e(\"./lib/event\"),s=e(\"./editor\").Editor,a=e(\"./edit_session\").EditSession,l=e(\"./undomanager\").UndoManager,c=e(\"./virtual_renderer\").VirtualRenderer;e(\"./worker/worker_client\"),e(\"./keyboard/hash_handler\"),e(\"./placeholder\"),e(\"./multi_select\"),e(\"./mode/folding/fold_mode\"),e(\"./theme/textmate\"),e(\"./ext/error_marker\"),t.config=e(\"./config\"),t.require=e,t.define=n(0),t.edit=function(e){if(\"string\"==typeof e){var n=e;if(!(e=document.getElementById(n)))throw new Error(\"ace.edit can't find div #\"+n)}if(e&&e.env&&e.env.editor instanceof s)return e.env.editor;var i=\"\";if(e&&/input|textarea/i.test(e.tagName)){var a=e;i=a.value,e=o.createElement(\"pre\"),a.parentNode.replaceChild(e,a)}else e&&(i=o.getInnerText(e),e.innerHTML=\"\");var l=t.createEditSession(i),u=new s(new c(e));u.setSession(l);var h={document:l,editor:u,onResize:u.resize.bind(u,null)};return a&&(h.textarea=a),r.addListener(window,\"resize\",h.onResize),u.on(\"destroy\",function(){r.removeListener(window,\"resize\",h.onResize),h.editor.container.env=null}),u.container.env=u.env=h,u},t.createEditSession=function(e,t){var n=new a(e,t);return n.setUndoManager(new l),n},t.EditSession=a,t.UndoManager=l,t.version=\"1.2.8\"}),ace.require([\"ace/ace\"],function(e){for(var t in e&&(e.config.init(!0),e.define=ace.define),window.ace||(window.ace=e),e)e.hasOwnProperty(t)&&(window.ace[t]=e[t])}),ace.define(\"ace/theme/monokai\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\"],function(e,t,n){t.isDark=!0,t.cssClass=\"ace-monokai\",t.cssText=\".ace-monokai .ace_gutter { background: #222; color: #8F908A } .ace-monokai .ace_print-margin { width: 1px; background: #555651 } .ace-monokai { background-color: #222; color: #f9f9f9; font-size: 14px; } .ace-monokai .ace_cursor { color: #F8F8F0 } .ace-monokai .ace_marker-layer .ace_selection { background: #a6e22e } .ace-monokai.ace_multiselect .ace_selection.ace_start { box-shadow: 0 0 3px 0px #272822; } .ace-monokai .ace_marker-layer .ace_step { background: rgb(102, 82, 0) } .ace-monokai .ace_marker-layer .ace_bracket { margin: -1px 0 0 -1px; border: 1px solid #a6e22e } .ace-monokai .ace_marker-layer .ace_active-line { background: #2c2c2c } .ace-monokai .ace_gutter-active-line { background-color: #2c2c2c } .ace-monokai .ace_marker-layer .ace_selected-word { border: 1px solid #a6e22e } .ace-monokai .ace_invisible { color: #52524d } .ace-monokai .ace_entity.ace_name.ace_tag, .ace-monokai .ace_keyword, .ace-monokai .ace_meta.ace_tag, .ace-monokai .ace_storage { color: #F0640D } .ace-monokai .ace_punctuation, .ace-monokai .ace_punctuation.ace_tag { color: #fff } .ace-monokai .ace_constant.ace_character, .ace-monokai .ace_constant.ace_other { color: #5db0d7 } .ace-monokai .ace_constant.ace_language { color: #e6db74 } .ace-monokai .ace_constant.ace_numeric { color: #ae81ff } .ace-monokai .ace_invalid { color: #F8F8F0; background-color: #F0640D } .ace-monokai .ace_invalid.ace_deprecated { color: #F8F8F0; background-color: #5db0d7 } .ace-monokai .ace_support.ace_constant, .ace-monokai .ace_support.ace_function { color: #5db0d7 } .ace-monokai .ace_fold { background-color: #A6E22E; border-color: #F8F8F2 } .ace-monokai .ace_storage.ace_type, .ace-monokai .ace_support.ace_class, .ace-monokai .ace_support.ace_type { font-style: italic; color: #5db0d7 } .ace-monokai .ace_entity.ace_name.ace_function, .ace-monokai .ace_entity.ace_other, .ace-monokai .ace_entity.ace_other.ace_attribute-name, .ace-monokai .ace_variable { color: #A6E22E } .ace-monokai .ace_variable.ace_parameter { font-style: italic; color: #FD971F } .ace-monokai .ace_string { color: #E6DB74 } .ace-monokai .ace_comment { color: #75715E } .ace-monokai .ace_indent-guide { background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAACCAYAAACZgbYnAAAAEklEQVQImWPQ0FD0ZXBzd/wPAAjVAoxeSgNeAAAAAElFTkSuQmCC) right repeat-y }\",e(\"../lib/dom\").importCssString(t.cssText,t.cssClass)}),ace.define(\"ace/ext/searchbox\",[\"require\",\"exports\",\"module\",\"ace/lib/dom\",\"ace/lib/lang\",\"ace/lib/event\",\"ace/keyboard/hash_handler\",\"ace/lib/keys\"],function(e,t,n){\"use strict\";var i=e(\"../lib/dom\"),o=e(\"../lib/lang\"),r=e(\"../lib/event\"),s=e(\"../keyboard/hash_handler\").HashHandler,a=e(\"../lib/keys\");i.importCssString(' .ace_search { background-color: #ddd; color: #666; border: 1px solid #cbcbcb; border-top: 0 none; overflow: hidden; margin: 0; padding: 4px 6px 0 4px; position: absolute; top: 0; z-index: 99; white-space: normal; } .ace_search.left { border-left: 0 none; border-radius: 0px 0px 5px 0px; left: 0; } .ace_search.right { border-radius: 0px 0px 0px 5px; border-right: 0 none; right: 0; } .ace_search_form, .ace_replace_form { margin: 0 20px 4px 0; overflow: hidden; line-height: 1.9; } .ace_replace_form { margin-right: 0; } .ace_search_form.ace_nomatch { outline: 1px solid red; } .ace_search_field { border-radius: 3px 0 0 3px; background-color: white; color: black; border: 1px solid #cbcbcb; border-right: 0 none; box-sizing: border-box!important; outline: 0; padding: 0; font-size: inherit; margin: 0; line-height: inherit; padding: 0 6px; min-width: 17em; vertical-align: top; } .ace_searchbtn { border: 1px solid #cbcbcb; line-height: inherit; display: inline-block; padding: 0 6px; background: #fff; border-right: 0 none; border-left: 1px solid #dcdcdc; cursor: pointer; margin: 0; position: relative; box-sizing: content-box!important; color: #666; } .ace_searchbtn:last-child { border-radius: 0 3px 3px 0; border-right: 1px solid #cbcbcb; } .ace_searchbtn:disabled { background: none; cursor: default; } .ace_searchbtn:hover { background-color: #eef1f6; } .ace_searchbtn.prev, .ace_searchbtn.next { padding: 0px 0.7em } .ace_searchbtn.prev:after, .ace_searchbtn.next:after { content: \"\"; border: solid 2px #888; width: 0.5em; height: 0.5em; border-width: 2px 0 0 2px; display:inline-block; transform: rotate(-45deg); } .ace_searchbtn.next:after { border-width: 0 2px 2px 0 ; } .ace_searchbtn_close { background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAcCAYAAABRVo5BAAAAZ0lEQVR42u2SUQrAMAhDvazn8OjZBilCkYVVxiis8H4CT0VrAJb4WHT3C5xU2a2IQZXJjiQIRMdkEoJ5Q2yMqpfDIo+XY4k6h+YXOyKqTIj5REaxloNAd0xiKmAtsTHqW8sR2W5f7gCu5nWFUpVjZwAAAABJRU5ErkJggg==) no-repeat 50% 0; border-radius: 50%; border: 0 none; color: #656565; cursor: pointer; font: 16px/16px Arial; padding: 0; height: 14px; width: 14px; top: 9px; right: 7px; position: absolute; } .ace_searchbtn_close:hover { background-color: #656565; background-position: 50% 100%; color: white; } .ace_button { margin-left: 2px; cursor: pointer; -webkit-user-select: none; -moz-user-select: none; -o-user-select: none; -ms-user-select: none; user-select: none; overflow: hidden; opacity: 0.7; border: 1px solid rgba(100,100,100,0.23); padding: 1px; box-sizing: border-box!important; color: black; } .ace_button:hover { background-color: #eee; opacity:1; } .ace_button:active { background-color: #ddd; } .ace_button.checked { border-color: #3399ff; opacity:1; } .ace_search_options{ margin-bottom: 3px; text-align: right; -webkit-user-select: none; -moz-user-select: none; -o-user-select: none; -ms-user-select: none; user-select: none; clear: both; } .ace_search_counter { float: left; font-family: arial; padding: 0 8px; }',\"ace_searchbox\");var l=''.replace(/> +/g,\">\"),c=function(e,t,n){var o=i.createElement(\"div\");o.innerHTML=l,this.element=o.firstChild,this.setSession=this.setSession.bind(this),this.$init(),this.setEditor(e)};(function(){this.setEditor=function(e){e.searchBox=this,e.renderer.scroller.appendChild(this.element),this.editor=e},this.setSession=function(e){this.searchRange=null,this.$syncOptions(!0)},this.$initElements=function(e){this.searchBox=e.querySelector(\".ace_search_form\"),this.replaceBox=e.querySelector(\".ace_replace_form\"),this.searchOption=e.querySelector(\"[action=searchInSelection]\"),this.replaceOption=e.querySelector(\"[action=toggleReplace]\"),this.regExpOption=e.querySelector(\"[action=toggleRegexpMode]\"),this.caseSensitiveOption=e.querySelector(\"[action=toggleCaseSensitive]\"),this.wholeWordOption=e.querySelector(\"[action=toggleWholeWords]\"),this.searchInput=this.searchBox.querySelector(\".ace_search_field\"),this.replaceInput=this.replaceBox.querySelector(\".ace_search_field\"),this.searchCounter=e.querySelector(\".ace_search_counter\")},this.$init=function(){var e=this.element;this.$initElements(e);var t=this;r.addListener(e,\"mousedown\",function(e){setTimeout(function(){t.activeInput.focus()},0),r.stopPropagation(e)}),r.addListener(e,\"click\",function(e){var n=(e.target||e.srcElement).getAttribute(\"action\");n&&t[n]?t[n]():t.$searchBarKb.commands[n]&&t.$searchBarKb.commands[n].exec(t),r.stopPropagation(e)}),r.addCommandKeyListener(e,function(e,n,i){var o=a.keyCodeToString(i),s=t.$searchBarKb.findKeyCommand(n,o);s&&s.exec&&(s.exec(t),r.stopEvent(e))}),this.$onChange=o.delayedCall(function(){t.find(!1,!1)}),r.addListener(this.searchInput,\"input\",function(){t.$onChange.schedule(20)}),r.addListener(this.searchInput,\"focus\",function(){t.activeInput=t.searchInput,t.searchInput.value&&t.highlight()}),r.addListener(this.replaceInput,\"focus\",function(){t.activeInput=t.replaceInput,t.searchInput.value&&t.highlight()})},this.$closeSearchBarKb=new s([{bindKey:\"Esc\",name:\"closeSearchBar\",exec:function(e){e.searchBox.hide()}}]),this.$searchBarKb=new s,this.$searchBarKb.bindKeys({\"Ctrl-f|Command-f\":function(e){var t=e.isReplace=!e.isReplace;e.replaceBox.style.display=t?\"\":\"none\",e.replaceOption.checked=!1,e.$syncOptions(),e.searchInput.focus()},\"Ctrl-H|Command-Option-F\":function(e){e.replaceOption.checked=!0,e.$syncOptions(),e.replaceInput.focus()},\"Ctrl-G|Command-G\":function(e){e.findNext()},\"Ctrl-Shift-G|Command-Shift-G\":function(e){e.findPrev()},esc:function(e){setTimeout(function(){e.hide()})},Return:function(e){e.activeInput==e.replaceInput&&e.replace(),e.findNext()},\"Shift-Return\":function(e){e.activeInput==e.replaceInput&&e.replace(),e.findPrev()},\"Alt-Return\":function(e){e.activeInput==e.replaceInput&&e.replaceAll(),e.findAll()},Tab:function(e){(e.activeInput==e.replaceInput?e.searchInput:e.replaceInput).focus()}}),this.$searchBarKb.addCommands([{name:\"toggleRegexpMode\",bindKey:{win:\"Alt-R|Alt-/\",mac:\"Ctrl-Alt-R|Ctrl-Alt-/\"},exec:function(e){e.regExpOption.checked=!e.regExpOption.checked,e.$syncOptions()}},{name:\"toggleCaseSensitive\",bindKey:{win:\"Alt-C|Alt-I\",mac:\"Ctrl-Alt-R|Ctrl-Alt-I\"},exec:function(e){e.caseSensitiveOption.checked=!e.caseSensitiveOption.checked,e.$syncOptions()}},{name:\"toggleWholeWords\",bindKey:{win:\"Alt-B|Alt-W\",mac:\"Ctrl-Alt-B|Ctrl-Alt-W\"},exec:function(e){e.wholeWordOption.checked=!e.wholeWordOption.checked,e.$syncOptions()}},{name:\"toggleReplace\",exec:function(e){e.replaceOption.checked=!e.replaceOption.checked,e.$syncOptions()}},{name:\"searchInSelection\",exec:function(e){e.searchOption.checked=!e.searchRange,e.setSearchRange(e.searchOption.checked&&e.editor.getSelectionRange()),e.$syncOptions()}}]),this.setSearchRange=function(e){this.searchRange=e,e?this.searchRangeMarker=this.editor.session.addMarker(e,\"ace_active-line\"):this.searchRangeMarker&&(this.editor.session.removeMarker(this.searchRangeMarker),this.searchRangeMarker=null)},this.$syncOptions=function(e){i.setCssClass(this.replaceOption,\"checked\",this.searchRange),i.setCssClass(this.searchOption,\"checked\",this.searchOption.checked),this.replaceOption.textContent=this.replaceOption.checked?\"-\":\"+\",i.setCssClass(this.regExpOption,\"checked\",this.regExpOption.checked),i.setCssClass(this.wholeWordOption,\"checked\",this.wholeWordOption.checked),i.setCssClass(this.caseSensitiveOption,\"checked\",this.caseSensitiveOption.checked),this.replaceBox.style.display=this.replaceOption.checked?\"\":\"none\",this.find(!1,!1,e)},this.highlight=function(e){this.editor.session.highlight(e||this.editor.$search.$options.re),this.editor.renderer.updateBackMarkers()},this.find=function(e,t,n){var o=!this.editor.find(this.searchInput.value,{skipCurrent:e,backwards:t,wrap:!0,regExp:this.regExpOption.checked,caseSensitive:this.caseSensitiveOption.checked,wholeWord:this.wholeWordOption.checked,preventScroll:n,range:this.searchRange})&&this.searchInput.value;i.setCssClass(this.searchBox,\"ace_nomatch\",o),this.editor._emit(\"findSearchBox\",{match:!o}),this.highlight(),this.updateCounter()},this.updateCounter=function(){var e=this.editor,t=e.$search.$options.re,n=0,i=0;if(t){var o=this.searchRange?e.session.getTextRange(this.searchRange):e.getValue(),r=e.session.doc.positionToIndex(e.selection.anchor);this.searchRange&&(r-=e.session.doc.positionToIndex(this.searchRange.start));for(var s,a=t.lastIndex=0;(s=t.exec(o))&&(n++,(a=s.index)<=r&&i++,!(n>999))&&(s[0]||(t.lastIndex=a+=1,!(a>=o.length))););}this.searchCounter.textContent=i+\" of \"+(n>999?\"999+\":n)},this.findNext=function(){this.find(!0,!1)},this.findPrev=function(){this.find(!0,!0)},this.findAll=function(){var e=!this.editor.findAll(this.searchInput.value,{regExp:this.regExpOption.checked,caseSensitive:this.caseSensitiveOption.checked,wholeWord:this.wholeWordOption.checked})&&this.searchInput.value;i.setCssClass(this.searchBox,\"ace_nomatch\",e),this.editor._emit(\"findSearchBox\",{match:!e}),this.highlight(),this.hide()},this.replace=function(){this.editor.getReadOnly()||this.editor.replace(this.replaceInput.value)},this.replaceAndFindNext=function(){this.editor.getReadOnly()||(this.editor.replace(this.replaceInput.value),this.findNext())},this.replaceAll=function(){this.editor.getReadOnly()||this.editor.replaceAll(this.replaceInput.value)},this.hide=function(){this.active=!1,this.setSearchRange(null),this.editor.off(\"changeSession\",this.setSession),this.element.style.display=\"none\",this.editor.keyBinding.removeKeyboardHandler(this.$closeSearchBarKb),this.editor.focus()},this.show=function(e,t){this.active=!0,this.editor.on(\"changeSession\",this.setSession),this.element.style.display=\"\",this.replaceOption.checked=t,e&&(this.searchInput.value=e),this.searchInput.focus(),this.searchInput.select(),this.editor.keyBinding.addKeyboardHandler(this.$closeSearchBarKb),this.$syncOptions(!0)},this.isFocused=function(){var e=document.activeElement;return e==this.searchInput||e==this.replaceInput}}).call(c.prototype),t.SearchBox=c,t.Search=function(e,t){(e.searchBox||new c(e)).show(e.session.getTextRange(),t)}}),ace.require([\"ace/ext/searchbox\"],function(){}),ace.define(\"ace/mode/doc_comment_highlight_rules\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/mode/text_highlight_rules\"],function(e,t,n){\"use strict\";var i=e(\"../lib/oop\"),o=e(\"./text_highlight_rules\").TextHighlightRules,r=function(){this.$rules={start:[{token:\"comment.doc.tag\",regex:\"@[\\\\w\\\\d_]+\"},r.getTagRule(),{defaultToken:\"comment.doc\",caseInsensitive:!0}]}};i.inherits(r,o),r.getTagRule=function(e){return{token:\"comment.doc.tag.storage.type\",regex:\"\\\\b(?:TODO|FIXME|XXX|HACK)\\\\b\"}},r.getStartRule=function(e){return{token:\"comment.doc\",regex:\"\\\\/\\\\*(?=\\\\*)\",next:e}},r.getEndRule=function(e){return{token:\"comment.doc\",regex:\"\\\\*\\\\/\",next:e}},t.DocCommentHighlightRules=r}),ace.define(\"ace/mode/c_cpp_highlight_rules\",[\"require\",\"exports\",\"module\",\"ace/lib/oop\",\"ace/mode/doc_comment_highlight_rules\",\"ace/mode/text_highlight_rules\"],function(e,t,n){\"use strict\";var 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[commandName=onPauseRequested]:hover{cursor:pointer;border:2px solid #c9c9c9;transition:border .3s;-webkit-transition:border .3s;-moz-transition:border .3s}.captureMenuActionsComponent [commandName=onPlayNextFrameRequested]:before{background-color:#2c2c2c}.fpsCounterComponent{float:left;width:20%;vertical-align:center;line-height:40px;white-space:nowrap}',\"\"])},function(e,t,n){var i=n(10);\"string\"==typeof i&&(i=[[e.i,i,\"\"]]);var o={insertInto:\"html\",hmr:!0,transform:void 0,insertInto:\"html\"};n(1)(i,o);i.locals&&(e.exports=i.locals)},function(e,t,n){n(11),n(8),n(6),n(4),e.exports=n(3)}])});\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/spectorjs/dist/spector.bundle.js\n// module id = 19\n// module chunks = 0","import { makeRenderLoop, camera, cameraControls, gui, gl } from './init';\r\nimport ForwardRenderer from './renderers/forward';\r\nimport ForwardPlusRenderer from './renderers/forwardPlus';\r\nimport ClusteredRenderer from './renderers/clustered';\r\nimport Scene from './scene';\r\n\r\nconst FORWARD = 'Forward';\r\nconst FORWARD_PLUS = 'Forward+';\r\nconst CLUSTERED = 'Clustered';\r\n\r\nconst params = {\r\n renderer: CLUSTERED,\r\n _renderer: null,\r\n};\r\n\r\nsetRenderer(params.renderer);\r\n\r\nfunction setRenderer(renderer) {\r\n switch(renderer) {\r\n case FORWARD:\r\n params._renderer = new ForwardRenderer();\r\n break;\r\n case FORWARD_PLUS:\r\n params._renderer = new ForwardPlusRenderer(15, 15, 15);\r\n break;\r\n case CLUSTERED:\r\n params._renderer = new ClusteredRenderer(15, 15, 15);\r\n break;\r\n }\r\n}\r\n\r\ngui.add(params, 'renderer', [FORWARD, FORWARD_PLUS, CLUSTERED]).onChange(setRenderer);\r\n\r\nconst scene = new Scene();\r\nscene.loadGLTF('models/sponza/sponza.gltf');\r\n\r\ncamera.position.set(-10, 8, 0);\r\ncameraControls.target.set(0, 2, 0);\r\ngl.enable(gl.DEPTH_TEST);\r\n\r\nfunction render() {\r\n scene.update();\r\n params._renderer.render(camera, scene);\r\n}\r\n\r\nmakeRenderLoop(render)();\n\n\n// WEBPACK FOOTER //\n// ./src/main.js","import { gl } from '../init';\r\nimport { mat4, vec4 } from 'gl-matrix';\r\nimport { loadShaderProgram } from '../utils';\r\nimport { NUM_LIGHTS } from '../scene';\r\nimport vsSource from '../shaders/forward.vert.glsl';\r\nimport fsSource from '../shaders/forward.frag.glsl.js';\r\nimport TextureBuffer from './textureBuffer';\r\n\r\nexport default class ForwardRenderer {\r\n constructor() {\r\n // Create a texture to store light data\r\n this._lightTexture = new TextureBuffer(NUM_LIGHTS, 8);\r\n\r\n // Initialize a shader program. The fragment shader source is compiled based on the number of lights\r\n this._shaderProgram = loadShaderProgram(vsSource, fsSource({\r\n numLights: NUM_LIGHTS,\r\n }), {\r\n uniforms: ['u_viewProjectionMatrix', 'u_colmap', 'u_normap', 'u_lightbuffer'],\r\n attribs: ['a_position', 'a_normal', 'a_uv'],\r\n });\r\n\r\n this._projectionMatrix = mat4.create();\r\n this._viewMatrix = mat4.create();\r\n this._viewProjectionMatrix = mat4.create();\r\n }\r\n\r\n render(camera, scene) {\r\n // Update the camera matrices\r\n camera.updateMatrixWorld();\r\n mat4.invert(this._viewMatrix, camera.matrixWorld.elements);\r\n mat4.copy(this._projectionMatrix, camera.projectionMatrix.elements);\r\n mat4.multiply(this._viewProjectionMatrix, this._projectionMatrix, this._viewMatrix);\r\n\r\n // Update the buffer used to populate the texture packed with light data\r\n for (let i = 0; i < NUM_LIGHTS; ++i) {\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 0] = scene.lights[i].position[0];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 1] = scene.lights[i].position[1];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 2] = scene.lights[i].position[2];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 3] = scene.lights[i].radius;\r\n\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 0] = scene.lights[i].color[0];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 1] = scene.lights[i].color[1];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 2] = scene.lights[i].color[2];\r\n }\r\n // Update the light texture\r\n this._lightTexture.update();\r\n\r\n // Bind the default null framebuffer which is the screen\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n\r\n // Render to the whole screen\r\n gl.viewport(0, 0, canvas.width, canvas.height);\r\n\r\n // Clear the frame\r\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\r\n\r\n // Use this shader program\r\n gl.useProgram(this._shaderProgram.glShaderProgram);\r\n\r\n // Upload the camera matrix\r\n gl.uniformMatrix4fv(this._shaderProgram.u_viewProjectionMatrix, false, this._viewProjectionMatrix);\r\n\r\n // Set the light texture as a uniform input to the shader\r\n gl.activeTexture(gl.TEXTURE2);\r\n gl.bindTexture(gl.TEXTURE_2D, this._lightTexture.glTexture);\r\n gl.uniform1i(this._shaderProgram.u_lightbuffer, 2);\r\n\r\n // Draw the scene. This function takes the shader program so that the model's textures can be bound to the right inputs\r\n scene.draw(this._shaderProgram);\r\n }\r\n};\r\n\n\n\n// WEBPACK FOOTER //\n// ./src/renderers/forward.js","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 2x2 Matrix\r\n * @module mat2\r\n */\r\n\r\n/**\r\n * Creates a new identity mat2\r\n *\r\n * @returns {mat2} a new 2x2 matrix\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[1] = 0;\r\n out[2] = 0;\r\n }\r\n out[0] = 1;\r\n out[3] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new mat2 initialized with values from an existing matrix\r\n *\r\n * @param {mat2} a matrix to clone\r\n * @returns {mat2} a new 2x2 matrix\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one mat2 to another\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the source matrix\r\n * @returns {mat2} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set a mat2 to the identity matrix\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @returns {mat2} out\r\n */\r\nexport function identity(out) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Create a new mat2 with the given values\r\n *\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 2)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\r\n * @returns {mat2} out A new 2x2 matrix\r\n */\r\nexport function fromValues(m00, m01, m10, m11) {\r\n var out = new glMatrix.ARRAY_TYPE(4);\r\n out[0] = m00;\r\n out[1] = m01;\r\n out[2] = m10;\r\n out[3] = m11;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a mat2 to the given values\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 2)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\r\n * @returns {mat2} out\r\n */\r\nexport function set(out, m00, m01, m10, m11) {\r\n out[0] = m00;\r\n out[1] = m01;\r\n out[2] = m10;\r\n out[3] = m11;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transpose the values of a mat2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the source matrix\r\n * @returns {mat2} out\r\n */\r\nexport function transpose(out, a) {\r\n // If we are transposing ourselves we can skip a few steps but have to cache\r\n // some values\r\n if (out === a) {\r\n var a1 = a[1];\r\n out[1] = a[2];\r\n out[2] = a1;\r\n } else {\r\n out[0] = a[0];\r\n out[1] = a[2];\r\n out[2] = a[1];\r\n out[3] = a[3];\r\n }\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Inverts a mat2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the source matrix\r\n * @returns {mat2} out\r\n */\r\nexport function invert(out, a) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n\r\n // Calculate the determinant\r\n var det = a0 * a3 - a2 * a1;\r\n\r\n if (!det) {\r\n return null;\r\n }\r\n det = 1.0 / det;\r\n\r\n out[0] = a3 * det;\r\n out[1] = -a1 * det;\r\n out[2] = -a2 * det;\r\n out[3] = a0 * det;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the adjugate of a mat2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the source matrix\r\n * @returns {mat2} out\r\n */\r\nexport function adjoint(out, a) {\r\n // Caching this value is nessecary if out == a\r\n var a0 = a[0];\r\n out[0] = a[3];\r\n out[1] = -a[1];\r\n out[2] = -a[2];\r\n out[3] = a0;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the determinant of a mat2\r\n *\r\n * @param {mat2} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\r\nexport function determinant(a) {\r\n return a[0] * a[3] - a[2] * a[1];\r\n}\r\n\r\n/**\r\n * Multiplies two mat2's\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the first operand\r\n * @param {mat2} b the second operand\r\n * @returns {mat2} out\r\n */\r\nexport function multiply(out, a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3];\r\n out[0] = a0 * b0 + a2 * b1;\r\n out[1] = a1 * b0 + a3 * b1;\r\n out[2] = a0 * b2 + a2 * b3;\r\n out[3] = a1 * b2 + a3 * b3;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a mat2 by the given angle\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2} out\r\n */\r\nexport function rotate(out, a, rad) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n out[0] = a0 * c + a2 * s;\r\n out[1] = a1 * c + a3 * s;\r\n out[2] = a0 * -s + a2 * c;\r\n out[3] = a1 * -s + a3 * c;\r\n return out;\r\n}\r\n\r\n/**\r\n * Scales the mat2 by the dimensions in the given vec2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the matrix to rotate\r\n * @param {vec2} v the vec2 to scale the matrix by\r\n * @returns {mat2} out\r\n **/\r\nexport function scale(out, a, v) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var v0 = v[0],\r\n v1 = v[1];\r\n out[0] = a0 * v0;\r\n out[1] = a1 * v0;\r\n out[2] = a2 * v1;\r\n out[3] = a3 * v1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a given angle\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2.identity(dest);\r\n * mat2.rotate(dest, dest, rad);\r\n *\r\n * @param {mat2} out mat2 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2} out\r\n */\r\nexport function fromRotation(out, rad) {\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n out[0] = c;\r\n out[1] = s;\r\n out[2] = -s;\r\n out[3] = c;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2.identity(dest);\r\n * mat2.scale(dest, dest, vec);\r\n *\r\n * @param {mat2} out mat2 receiving operation result\r\n * @param {vec2} v Scaling vector\r\n * @returns {mat2} out\r\n */\r\nexport function fromScaling(out, v) {\r\n out[0] = v[0];\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = v[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a string representation of a mat2\r\n *\r\n * @param {mat2} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\r\nexport function str(a) {\r\n return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';\r\n}\r\n\r\n/**\r\n * Returns Frobenius norm of a mat2\r\n *\r\n * @param {mat2} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\r\nexport function frob(a) {\r\n return Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2));\r\n}\r\n\r\n/**\r\n * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix\r\n * @param {mat2} L the lower triangular matrix\r\n * @param {mat2} D the diagonal matrix\r\n * @param {mat2} U the upper triangular matrix\r\n * @param {mat2} a the input matrix to factorize\r\n */\r\n\r\nexport function LDU(L, D, U, a) {\r\n L[2] = a[2] / a[0];\r\n U[0] = a[0];\r\n U[1] = a[1];\r\n U[3] = a[3] - L[2] * U[1];\r\n return [L, D, U];\r\n}\r\n\r\n/**\r\n * Adds two mat2's\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the first operand\r\n * @param {mat2} b the second operand\r\n * @returns {mat2} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n out[3] = a[3] + b[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the first operand\r\n * @param {mat2} b the second operand\r\n * @returns {mat2} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n out[2] = a[2] - b[2];\r\n out[3] = a[3] - b[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {mat2} a The first matrix.\r\n * @param {mat2} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {mat2} a The first matrix.\r\n * @param {mat2} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));\r\n}\r\n\r\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {mat2} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat2} out\r\n */\r\nexport function multiplyScalar(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n out[3] = a[3] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two mat2's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat2} out the receiving vector\r\n * @param {mat2} a the first operand\r\n * @param {mat2} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat2} out\r\n */\r\nexport function multiplyScalarAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n out[2] = a[2] + b[2] * scale;\r\n out[3] = a[3] + b[3] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Alias for {@link mat2.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link mat2.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/mat2.js\n// module id = 22\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 2x3 Matrix\r\n * @module mat2d\r\n *\r\n * @description\r\n * A mat2d contains six elements defined as:\r\n *
                                          \r\n * [a, c, tx,\r\n *  b, d, ty]\r\n * 
                                          \r\n * This is a short form for the 3x3 matrix:\r\n *
                                          \r\n * [a, c, tx,\r\n *  b, d, ty,\r\n *  0, 0, 1]\r\n * 
                                          \r\n * The last row is ignored so the array is shorter and operations are faster.\r\n */\r\n\r\n/**\r\n * Creates a new identity mat2d\r\n *\r\n * @returns {mat2d} a new 2x3 matrix\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(6);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[4] = 0;\r\n out[5] = 0;\r\n }\r\n out[0] = 1;\r\n out[3] = 1;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new mat2d initialized with values from an existing matrix\r\n *\r\n * @param {mat2d} a matrix to clone\r\n * @returns {mat2d} a new 2x3 matrix\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(6);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one mat2d to another\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the source matrix\r\n * @returns {mat2d} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set a mat2d to the identity matrix\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @returns {mat2d} out\r\n */\r\nexport function identity(out) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n out[4] = 0;\r\n out[5] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Create a new mat2d with the given values\r\n *\r\n * @param {Number} a Component A (index 0)\r\n * @param {Number} b Component B (index 1)\r\n * @param {Number} c Component C (index 2)\r\n * @param {Number} d Component D (index 3)\r\n * @param {Number} tx Component TX (index 4)\r\n * @param {Number} ty Component TY (index 5)\r\n * @returns {mat2d} A new mat2d\r\n */\r\nexport function fromValues(a, b, c, d, tx, ty) {\r\n var out = new glMatrix.ARRAY_TYPE(6);\r\n out[0] = a;\r\n out[1] = b;\r\n out[2] = c;\r\n out[3] = d;\r\n out[4] = tx;\r\n out[5] = ty;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a mat2d to the given values\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {Number} a Component A (index 0)\r\n * @param {Number} b Component B (index 1)\r\n * @param {Number} c Component C (index 2)\r\n * @param {Number} d Component D (index 3)\r\n * @param {Number} tx Component TX (index 4)\r\n * @param {Number} ty Component TY (index 5)\r\n * @returns {mat2d} out\r\n */\r\nexport function set(out, a, b, c, d, tx, ty) {\r\n out[0] = a;\r\n out[1] = b;\r\n out[2] = c;\r\n out[3] = d;\r\n out[4] = tx;\r\n out[5] = ty;\r\n return out;\r\n}\r\n\r\n/**\r\n * Inverts a mat2d\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the source matrix\r\n * @returns {mat2d} out\r\n */\r\nexport function invert(out, a) {\r\n var aa = a[0],\r\n ab = a[1],\r\n ac = a[2],\r\n ad = a[3];\r\n var atx = a[4],\r\n aty = a[5];\r\n\r\n var det = aa * ad - ab * ac;\r\n if (!det) {\r\n return null;\r\n }\r\n det = 1.0 / det;\r\n\r\n out[0] = ad * det;\r\n out[1] = -ab * det;\r\n out[2] = -ac * det;\r\n out[3] = aa * det;\r\n out[4] = (ac * aty - ad * atx) * det;\r\n out[5] = (ab * atx - aa * aty) * det;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the determinant of a mat2d\r\n *\r\n * @param {mat2d} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\r\nexport function determinant(a) {\r\n return a[0] * a[3] - a[1] * a[2];\r\n}\r\n\r\n/**\r\n * Multiplies two mat2d's\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the first operand\r\n * @param {mat2d} b the second operand\r\n * @returns {mat2d} out\r\n */\r\nexport function multiply(out, a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3],\r\n b4 = b[4],\r\n b5 = b[5];\r\n out[0] = a0 * b0 + a2 * b1;\r\n out[1] = a1 * b0 + a3 * b1;\r\n out[2] = a0 * b2 + a2 * b3;\r\n out[3] = a1 * b2 + a3 * b3;\r\n out[4] = a0 * b4 + a2 * b5 + a4;\r\n out[5] = a1 * b4 + a3 * b5 + a5;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a mat2d by the given angle\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2d} out\r\n */\r\nexport function rotate(out, a, rad) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5];\r\n var s = Math.sin(rad);\r\n var c = Math.cos(rad);\r\n out[0] = a0 * c + a2 * s;\r\n out[1] = a1 * c + a3 * s;\r\n out[2] = a0 * -s + a2 * c;\r\n out[3] = a1 * -s + a3 * c;\r\n out[4] = a4;\r\n out[5] = a5;\r\n return out;\r\n}\r\n\r\n/**\r\n * Scales the mat2d by the dimensions in the given vec2\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the matrix to translate\r\n * @param {vec2} v the vec2 to scale the matrix by\r\n * @returns {mat2d} out\r\n **/\r\nexport function scale(out, a, v) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5];\r\n var v0 = v[0],\r\n v1 = v[1];\r\n out[0] = a0 * v0;\r\n out[1] = a1 * v0;\r\n out[2] = a2 * v1;\r\n out[3] = a3 * v1;\r\n out[4] = a4;\r\n out[5] = a5;\r\n return out;\r\n}\r\n\r\n/**\r\n * Translates the mat2d by the dimensions in the given vec2\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the matrix to translate\r\n * @param {vec2} v the vec2 to translate the matrix by\r\n * @returns {mat2d} out\r\n **/\r\nexport function translate(out, a, v) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5];\r\n var v0 = v[0],\r\n v1 = v[1];\r\n out[0] = a0;\r\n out[1] = a1;\r\n out[2] = a2;\r\n out[3] = a3;\r\n out[4] = a0 * v0 + a2 * v1 + a4;\r\n out[5] = a1 * v0 + a3 * v1 + a5;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a given angle\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2d.identity(dest);\r\n * mat2d.rotate(dest, dest, rad);\r\n *\r\n * @param {mat2d} out mat2d receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2d} out\r\n */\r\nexport function fromRotation(out, rad) {\r\n var s = Math.sin(rad),\r\n c = Math.cos(rad);\r\n out[0] = c;\r\n out[1] = s;\r\n out[2] = -s;\r\n out[3] = c;\r\n out[4] = 0;\r\n out[5] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2d.identity(dest);\r\n * mat2d.scale(dest, dest, vec);\r\n *\r\n * @param {mat2d} out mat2d receiving operation result\r\n * @param {vec2} v Scaling vector\r\n * @returns {mat2d} out\r\n */\r\nexport function fromScaling(out, v) {\r\n out[0] = v[0];\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = v[1];\r\n out[4] = 0;\r\n out[5] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a matrix from a vector translation\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2d.identity(dest);\r\n * mat2d.translate(dest, dest, vec);\r\n *\r\n * @param {mat2d} out mat2d receiving operation result\r\n * @param {vec2} v Translation vector\r\n * @returns {mat2d} out\r\n */\r\nexport function fromTranslation(out, v) {\r\n out[0] = 1;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n out[4] = v[0];\r\n out[5] = v[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a string representation of a mat2d\r\n *\r\n * @param {mat2d} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\r\nexport function str(a) {\r\n return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ')';\r\n}\r\n\r\n/**\r\n * Returns Frobenius norm of a mat2d\r\n *\r\n * @param {mat2d} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\r\nexport function frob(a) {\r\n return Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1);\r\n}\r\n\r\n/**\r\n * Adds two mat2d's\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the first operand\r\n * @param {mat2d} b the second operand\r\n * @returns {mat2d} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n out[3] = a[3] + b[3];\r\n out[4] = a[4] + b[4];\r\n out[5] = a[5] + b[5];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the first operand\r\n * @param {mat2d} b the second operand\r\n * @returns {mat2d} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n out[2] = a[2] - b[2];\r\n out[3] = a[3] - b[3];\r\n out[4] = a[4] - b[4];\r\n out[5] = a[5] - b[5];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {mat2d} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat2d} out\r\n */\r\nexport function multiplyScalar(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n out[3] = a[3] * b;\r\n out[4] = a[4] * b;\r\n out[5] = a[5] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two mat2d's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat2d} out the receiving vector\r\n * @param {mat2d} a the first operand\r\n * @param {mat2d} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat2d} out\r\n */\r\nexport function multiplyScalarAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n out[2] = a[2] + b[2] * scale;\r\n out[3] = a[3] + b[3] * scale;\r\n out[4] = a[4] + b[4] * scale;\r\n out[5] = a[5] + b[5] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {mat2d} a The first matrix.\r\n * @param {mat2d} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5];\r\n}\r\n\r\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {mat2d} a The first matrix.\r\n * @param {mat2d} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3],\r\n b4 = b[4],\r\n b5 = b[5];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5));\r\n}\r\n\r\n/**\r\n * Alias for {@link mat2d.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link mat2d.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/mat2d.js\n// module id = 23\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\nimport * as quat from \"./quat.js\";\r\nimport * as mat4 from \"./mat4.js\";\r\n\r\n/**\r\n * Dual Quaternion
                                          \r\n * Format: [real, dual]
                                          \r\n * Quaternion format: XYZW
                                          \r\n * Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.
                                          \r\n * @module quat2\r\n */\r\n\r\n/**\r\n * Creates a new identity dual quat\r\n *\r\n * @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]\r\n */\r\nexport function create() {\r\n var dq = new glMatrix.ARRAY_TYPE(8);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n dq[0] = 0;\r\n dq[1] = 0;\r\n dq[2] = 0;\r\n dq[4] = 0;\r\n dq[5] = 0;\r\n dq[6] = 0;\r\n dq[7] = 0;\r\n }\r\n dq[3] = 1;\r\n return dq;\r\n}\r\n\r\n/**\r\n * Creates a new quat initialized with values from an existing quaternion\r\n *\r\n * @param {quat2} a dual quaternion to clone\r\n * @returns {quat2} new dual quaternion\r\n * @function\r\n */\r\nexport function clone(a) {\r\n var dq = new glMatrix.ARRAY_TYPE(8);\r\n dq[0] = a[0];\r\n dq[1] = a[1];\r\n dq[2] = a[2];\r\n dq[3] = a[3];\r\n dq[4] = a[4];\r\n dq[5] = a[5];\r\n dq[6] = a[6];\r\n dq[7] = a[7];\r\n return dq;\r\n}\r\n\r\n/**\r\n * Creates a new dual quat initialized with the given values\r\n *\r\n * @param {Number} x1 X component\r\n * @param {Number} y1 Y component\r\n * @param {Number} z1 Z component\r\n * @param {Number} w1 W component\r\n * @param {Number} x2 X component\r\n * @param {Number} y2 Y component\r\n * @param {Number} z2 Z component\r\n * @param {Number} w2 W component\r\n * @returns {quat2} new dual quaternion\r\n * @function\r\n */\r\nexport function fromValues(x1, y1, z1, w1, x2, y2, z2, w2) {\r\n var dq = new glMatrix.ARRAY_TYPE(8);\r\n dq[0] = x1;\r\n dq[1] = y1;\r\n dq[2] = z1;\r\n dq[3] = w1;\r\n dq[4] = x2;\r\n dq[5] = y2;\r\n dq[6] = z2;\r\n dq[7] = w2;\r\n return dq;\r\n}\r\n\r\n/**\r\n * Creates a new dual quat from the given values (quat and translation)\r\n *\r\n * @param {Number} x1 X component\r\n * @param {Number} y1 Y component\r\n * @param {Number} z1 Z component\r\n * @param {Number} w1 W component\r\n * @param {Number} x2 X component (translation)\r\n * @param {Number} y2 Y component (translation)\r\n * @param {Number} z2 Z component (translation)\r\n * @returns {quat2} new dual quaternion\r\n * @function\r\n */\r\nexport function fromRotationTranslationValues(x1, y1, z1, w1, x2, y2, z2) {\r\n var dq = new glMatrix.ARRAY_TYPE(8);\r\n dq[0] = x1;\r\n dq[1] = y1;\r\n dq[2] = z1;\r\n dq[3] = w1;\r\n var ax = x2 * 0.5,\r\n ay = y2 * 0.5,\r\n az = z2 * 0.5;\r\n dq[4] = ax * w1 + ay * z1 - az * y1;\r\n dq[5] = ay * w1 + az * x1 - ax * z1;\r\n dq[6] = az * w1 + ax * y1 - ay * x1;\r\n dq[7] = -ax * x1 - ay * y1 - az * z1;\r\n return dq;\r\n}\r\n\r\n/**\r\n * Creates a dual quat from a quaternion and a translation\r\n *\r\n * @param {quat2} dual quaternion receiving operation result\r\n * @param {quat} q quaternion\r\n * @param {vec3} t tranlation vector\r\n * @returns {quat2} dual quaternion receiving operation result\r\n * @function\r\n */\r\nexport function fromRotationTranslation(out, q, t) {\r\n var ax = t[0] * 0.5,\r\n ay = t[1] * 0.5,\r\n az = t[2] * 0.5,\r\n bx = q[0],\r\n by = q[1],\r\n bz = q[2],\r\n bw = q[3];\r\n out[0] = bx;\r\n out[1] = by;\r\n out[2] = bz;\r\n out[3] = bw;\r\n out[4] = ax * bw + ay * bz - az * by;\r\n out[5] = ay * bw + az * bx - ax * bz;\r\n out[6] = az * bw + ax * by - ay * bx;\r\n out[7] = -ax * bx - ay * by - az * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a dual quat from a translation\r\n *\r\n * @param {quat2} dual quaternion receiving operation result\r\n * @param {vec3} t translation vector\r\n * @returns {quat2} dual quaternion receiving operation result\r\n * @function\r\n */\r\nexport function fromTranslation(out, t) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n out[4] = t[0] * 0.5;\r\n out[5] = t[1] * 0.5;\r\n out[6] = t[2] * 0.5;\r\n out[7] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a dual quat from a quaternion\r\n *\r\n * @param {quat2} dual quaternion receiving operation result\r\n * @param {quat} q the quaternion\r\n * @returns {quat2} dual quaternion receiving operation result\r\n * @function\r\n */\r\nexport function fromRotation(out, q) {\r\n out[0] = q[0];\r\n out[1] = q[1];\r\n out[2] = q[2];\r\n out[3] = q[3];\r\n out[4] = 0;\r\n out[5] = 0;\r\n out[6] = 0;\r\n out[7] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new dual quat from a matrix (4x4)\r\n *\r\n * @param {quat2} out the dual quaternion\r\n * @param {mat4} a the matrix\r\n * @returns {quat2} dual quat receiving operation result\r\n * @function\r\n */\r\nexport function fromMat4(out, a) {\r\n //TODO Optimize this\r\n var outer = quat.create();\r\n mat4.getRotation(outer, a);\r\n var t = new glMatrix.ARRAY_TYPE(3);\r\n mat4.getTranslation(t, a);\r\n fromRotationTranslation(out, outer, t);\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one dual quat to another\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the source dual quaternion\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n out[2] = a[2];\r\n out[3] = a[3];\r\n out[4] = a[4];\r\n out[5] = a[5];\r\n out[6] = a[6];\r\n out[7] = a[7];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set a dual quat to the identity dual quaternion\r\n *\r\n * @param {quat2} out the receiving quaternion\r\n * @returns {quat2} out\r\n */\r\nexport function identity(out) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n out[2] = 0;\r\n out[3] = 1;\r\n out[4] = 0;\r\n out[5] = 0;\r\n out[6] = 0;\r\n out[7] = 0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a dual quat to the given values\r\n *\r\n * @param {quat2} out the receiving quaternion\r\n * @param {Number} x1 X component\r\n * @param {Number} y1 Y component\r\n * @param {Number} z1 Z component\r\n * @param {Number} w1 W component\r\n * @param {Number} x2 X component\r\n * @param {Number} y2 Y component\r\n * @param {Number} z2 Z component\r\n * @param {Number} w2 W component\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport function set(out, x1, y1, z1, w1, x2, y2, z2, w2) {\r\n out[0] = x1;\r\n out[1] = y1;\r\n out[2] = z1;\r\n out[3] = w1;\r\n\r\n out[4] = x2;\r\n out[5] = y2;\r\n out[6] = z2;\r\n out[7] = w2;\r\n return out;\r\n}\r\n\r\n/**\r\n * Gets the real part of a dual quat\r\n * @param {quat} out real part\r\n * @param {quat2} a Dual Quaternion\r\n * @return {quat} real part\r\n */\r\nexport var getReal = quat.copy;\r\n\r\n/**\r\n * Gets the dual part of a dual quat\r\n * @param {quat} out dual part\r\n * @param {quat2} a Dual Quaternion\r\n * @return {quat} dual part\r\n */\r\nexport function getDual(out, a) {\r\n out[0] = a[4];\r\n out[1] = a[5];\r\n out[2] = a[6];\r\n out[3] = a[7];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the real component of a dual quat to the given quaternion\r\n *\r\n * @param {quat2} out the receiving quaternion\r\n * @param {quat} q a quaternion representing the real part\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport var setReal = quat.copy;\r\n\r\n/**\r\n * Set the dual component of a dual quat to the given quaternion\r\n *\r\n * @param {quat2} out the receiving quaternion\r\n * @param {quat} q a quaternion representing the dual part\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport function setDual(out, q) {\r\n out[4] = q[0];\r\n out[5] = q[1];\r\n out[6] = q[2];\r\n out[7] = q[3];\r\n return out;\r\n}\r\n\r\n/**\r\n * Gets the translation of a normalized dual quat\r\n * @param {vec3} out translation\r\n * @param {quat2} a Dual Quaternion to be decomposed\r\n * @return {vec3} translation\r\n */\r\nexport function getTranslation(out, a) {\r\n var ax = a[4],\r\n ay = a[5],\r\n az = a[6],\r\n aw = a[7],\r\n bx = -a[0],\r\n by = -a[1],\r\n bz = -a[2],\r\n bw = a[3];\r\n out[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;\r\n out[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;\r\n out[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;\r\n return out;\r\n}\r\n\r\n/**\r\n * Translates a dual quat by the given vector\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the dual quaternion to translate\r\n * @param {vec3} v vector to translate by\r\n * @returns {quat2} out\r\n */\r\nexport function translate(out, a, v) {\r\n var ax1 = a[0],\r\n ay1 = a[1],\r\n az1 = a[2],\r\n aw1 = a[3],\r\n bx1 = v[0] * 0.5,\r\n by1 = v[1] * 0.5,\r\n bz1 = v[2] * 0.5,\r\n ax2 = a[4],\r\n ay2 = a[5],\r\n az2 = a[6],\r\n aw2 = a[7];\r\n out[0] = ax1;\r\n out[1] = ay1;\r\n out[2] = az1;\r\n out[3] = aw1;\r\n out[4] = aw1 * bx1 + ay1 * bz1 - az1 * by1 + ax2;\r\n out[5] = aw1 * by1 + az1 * bx1 - ax1 * bz1 + ay2;\r\n out[6] = aw1 * bz1 + ax1 * by1 - ay1 * bx1 + az2;\r\n out[7] = -ax1 * bx1 - ay1 * by1 - az1 * bz1 + aw2;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a dual quat around the X axis\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the dual quaternion to rotate\r\n * @param {number} rad how far should the rotation be\r\n * @returns {quat2} out\r\n */\r\nexport function rotateX(out, a, rad) {\r\n var bx = -a[0],\r\n by = -a[1],\r\n bz = -a[2],\r\n bw = a[3],\r\n ax = a[4],\r\n ay = a[5],\r\n az = a[6],\r\n aw = a[7],\r\n ax1 = ax * bw + aw * bx + ay * bz - az * by,\r\n ay1 = ay * bw + aw * by + az * bx - ax * bz,\r\n az1 = az * bw + aw * bz + ax * by - ay * bx,\r\n aw1 = aw * bw - ax * bx - ay * by - az * bz;\r\n quat.rotateX(out, a, rad);\r\n bx = out[0];\r\n by = out[1];\r\n bz = out[2];\r\n bw = out[3];\r\n out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;\r\n out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;\r\n out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;\r\n out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a dual quat around the Y axis\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the dual quaternion to rotate\r\n * @param {number} rad how far should the rotation be\r\n * @returns {quat2} out\r\n */\r\nexport function rotateY(out, a, rad) {\r\n var bx = -a[0],\r\n by = -a[1],\r\n bz = -a[2],\r\n bw = a[3],\r\n ax = a[4],\r\n ay = a[5],\r\n az = a[6],\r\n aw = a[7],\r\n ax1 = ax * bw + aw * bx + ay * bz - az * by,\r\n ay1 = ay * bw + aw * by + az * bx - ax * bz,\r\n az1 = az * bw + aw * bz + ax * by - ay * bx,\r\n aw1 = aw * bw - ax * bx - ay * by - az * bz;\r\n quat.rotateY(out, a, rad);\r\n bx = out[0];\r\n by = out[1];\r\n bz = out[2];\r\n bw = out[3];\r\n out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;\r\n out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;\r\n out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;\r\n out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a dual quat around the Z axis\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the dual quaternion to rotate\r\n * @param {number} rad how far should the rotation be\r\n * @returns {quat2} out\r\n */\r\nexport function rotateZ(out, a, rad) {\r\n var bx = -a[0],\r\n by = -a[1],\r\n bz = -a[2],\r\n bw = a[3],\r\n ax = a[4],\r\n ay = a[5],\r\n az = a[6],\r\n aw = a[7],\r\n ax1 = ax * bw + aw * bx + ay * bz - az * by,\r\n ay1 = ay * bw + aw * by + az * bx - ax * bz,\r\n az1 = az * bw + aw * bz + ax * by - ay * bx,\r\n aw1 = aw * bw - ax * bx - ay * by - az * bz;\r\n quat.rotateZ(out, a, rad);\r\n bx = out[0];\r\n by = out[1];\r\n bz = out[2];\r\n bw = out[3];\r\n out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;\r\n out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;\r\n out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;\r\n out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a dual quat by a given quaternion (a * q)\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the dual quaternion to rotate\r\n * @param {quat} q quaternion to rotate by\r\n * @returns {quat2} out\r\n */\r\nexport function rotateByQuatAppend(out, a, q) {\r\n var qx = q[0],\r\n qy = q[1],\r\n qz = q[2],\r\n qw = q[3],\r\n ax = a[0],\r\n ay = a[1],\r\n az = a[2],\r\n aw = a[3];\r\n\r\n out[0] = ax * qw + aw * qx + ay * qz - az * qy;\r\n out[1] = ay * qw + aw * qy + az * qx - ax * qz;\r\n out[2] = az * qw + aw * qz + ax * qy - ay * qx;\r\n out[3] = aw * qw - ax * qx - ay * qy - az * qz;\r\n ax = a[4];\r\n ay = a[5];\r\n az = a[6];\r\n aw = a[7];\r\n out[4] = ax * qw + aw * qx + ay * qz - az * qy;\r\n out[5] = ay * qw + aw * qy + az * qx - ax * qz;\r\n out[6] = az * qw + aw * qz + ax * qy - ay * qx;\r\n out[7] = aw * qw - ax * qx - ay * qy - az * qz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a dual quat by a given quaternion (q * a)\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat} q quaternion to rotate by\r\n * @param {quat2} a the dual quaternion to rotate\r\n * @returns {quat2} out\r\n */\r\nexport function rotateByQuatPrepend(out, q, a) {\r\n var qx = q[0],\r\n qy = q[1],\r\n qz = q[2],\r\n qw = q[3],\r\n bx = a[0],\r\n by = a[1],\r\n bz = a[2],\r\n bw = a[3];\r\n\r\n out[0] = qx * bw + qw * bx + qy * bz - qz * by;\r\n out[1] = qy * bw + qw * by + qz * bx - qx * bz;\r\n out[2] = qz * bw + qw * bz + qx * by - qy * bx;\r\n out[3] = qw * bw - qx * bx - qy * by - qz * bz;\r\n bx = a[4];\r\n by = a[5];\r\n bz = a[6];\r\n bw = a[7];\r\n out[4] = qx * bw + qw * bx + qy * bz - qz * by;\r\n out[5] = qy * bw + qw * by + qz * bx - qx * bz;\r\n out[6] = qz * bw + qw * bz + qx * by - qy * bx;\r\n out[7] = qw * bw - qx * bx - qy * by - qz * bz;\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotates a dual quat around a given axis. Does the normalisation automatically\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the dual quaternion to rotate\r\n * @param {vec3} axis the axis to rotate around\r\n * @param {Number} rad how far the rotation should be\r\n * @returns {quat2} out\r\n */\r\nexport function rotateAroundAxis(out, a, axis, rad) {\r\n //Special case for rad = 0\r\n if (Math.abs(rad) < glMatrix.EPSILON) {\r\n return copy(out, a);\r\n }\r\n var axisLength = Math.sqrt(axis[0] * axis[0] + axis[1] * axis[1] + axis[2] * axis[2]);\r\n\r\n rad = rad * 0.5;\r\n var s = Math.sin(rad);\r\n var bx = s * axis[0] / axisLength;\r\n var by = s * axis[1] / axisLength;\r\n var bz = s * axis[2] / axisLength;\r\n var bw = Math.cos(rad);\r\n\r\n var ax1 = a[0],\r\n ay1 = a[1],\r\n az1 = a[2],\r\n aw1 = a[3];\r\n out[0] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;\r\n out[1] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;\r\n out[2] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;\r\n out[3] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;\r\n\r\n var ax = a[4],\r\n ay = a[5],\r\n az = a[6],\r\n aw = a[7];\r\n out[4] = ax * bw + aw * bx + ay * bz - az * by;\r\n out[5] = ay * bw + aw * by + az * bx - ax * bz;\r\n out[6] = az * bw + aw * bz + ax * by - ay * bx;\r\n out[7] = aw * bw - ax * bx - ay * by - az * bz;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two dual quat's\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the first operand\r\n * @param {quat2} b the second operand\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n out[2] = a[2] + b[2];\r\n out[3] = a[3] + b[3];\r\n out[4] = a[4] + b[4];\r\n out[5] = a[5] + b[5];\r\n out[6] = a[6] + b[6];\r\n out[7] = a[7] + b[7];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiplies two dual quat's\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a the first operand\r\n * @param {quat2} b the second operand\r\n * @returns {quat2} out\r\n */\r\nexport function multiply(out, a, b) {\r\n var ax0 = a[0],\r\n ay0 = a[1],\r\n az0 = a[2],\r\n aw0 = a[3],\r\n bx1 = b[4],\r\n by1 = b[5],\r\n bz1 = b[6],\r\n bw1 = b[7],\r\n ax1 = a[4],\r\n ay1 = a[5],\r\n az1 = a[6],\r\n aw1 = a[7],\r\n bx0 = b[0],\r\n by0 = b[1],\r\n bz0 = b[2],\r\n bw0 = b[3];\r\n out[0] = ax0 * bw0 + aw0 * bx0 + ay0 * bz0 - az0 * by0;\r\n out[1] = ay0 * bw0 + aw0 * by0 + az0 * bx0 - ax0 * bz0;\r\n out[2] = az0 * bw0 + aw0 * bz0 + ax0 * by0 - ay0 * bx0;\r\n out[3] = aw0 * bw0 - ax0 * bx0 - ay0 * by0 - az0 * bz0;\r\n out[4] = ax0 * bw1 + aw0 * bx1 + ay0 * bz1 - az0 * by1 + ax1 * bw0 + aw1 * bx0 + ay1 * bz0 - az1 * by0;\r\n out[5] = ay0 * bw1 + aw0 * by1 + az0 * bx1 - ax0 * bz1 + ay1 * bw0 + aw1 * by0 + az1 * bx0 - ax1 * bz0;\r\n out[6] = az0 * bw1 + aw0 * bz1 + ax0 * by1 - ay0 * bx1 + az1 * bw0 + aw1 * bz0 + ax1 * by0 - ay1 * bx0;\r\n out[7] = aw0 * bw1 - ax0 * bx1 - ay0 * by1 - az0 * bz1 + aw1 * bw0 - ax1 * bx0 - ay1 * by0 - az1 * bz0;\r\n return out;\r\n}\r\n\r\n/**\r\n * Alias for {@link quat2.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Scales a dual quat by a scalar number\r\n *\r\n * @param {quat2} out the receiving dual quat\r\n * @param {quat2} a the dual quat to scale\r\n * @param {Number} b amount to scale the dual quat by\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport function scale(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n out[2] = a[2] * b;\r\n out[3] = a[3] * b;\r\n out[4] = a[4] * b;\r\n out[5] = a[5] * b;\r\n out[6] = a[6] * b;\r\n out[7] = a[7] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the dot product of two dual quat's (The dot product of the real parts)\r\n *\r\n * @param {quat2} a the first operand\r\n * @param {quat2} b the second operand\r\n * @returns {Number} dot product of a and b\r\n * @function\r\n */\r\nexport var dot = quat.dot;\r\n\r\n/**\r\n * Performs a linear interpolation between two dual quats's\r\n * NOTE: The resulting dual quaternions won't always be normalized (The error is most noticeable when t = 0.5)\r\n *\r\n * @param {quat2} out the receiving dual quat\r\n * @param {quat2} a the first operand\r\n * @param {quat2} b the second operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {quat2} out\r\n */\r\nexport function lerp(out, a, b, t) {\r\n var mt = 1 - t;\r\n if (dot(a, b) < 0) t = -t;\r\n\r\n out[0] = a[0] * mt + b[0] * t;\r\n out[1] = a[1] * mt + b[1] * t;\r\n out[2] = a[2] * mt + b[2] * t;\r\n out[3] = a[3] * mt + b[3] * t;\r\n out[4] = a[4] * mt + b[4] * t;\r\n out[5] = a[5] * mt + b[5] * t;\r\n out[6] = a[6] * mt + b[6] * t;\r\n out[7] = a[7] * mt + b[7] * t;\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the inverse of a dual quat. If they are normalized, conjugate is cheaper\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a dual quat to calculate inverse of\r\n * @returns {quat2} out\r\n */\r\nexport function invert(out, a) {\r\n var sqlen = squaredLength(a);\r\n out[0] = -a[0] / sqlen;\r\n out[1] = -a[1] / sqlen;\r\n out[2] = -a[2] / sqlen;\r\n out[3] = a[3] / sqlen;\r\n out[4] = -a[4] / sqlen;\r\n out[5] = -a[5] / sqlen;\r\n out[6] = -a[6] / sqlen;\r\n out[7] = a[7] / sqlen;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the conjugate of a dual quat\r\n * If the dual quaternion is normalized, this function is faster than quat2.inverse and produces the same result.\r\n *\r\n * @param {quat2} out the receiving quaternion\r\n * @param {quat2} a quat to calculate conjugate of\r\n * @returns {quat2} out\r\n */\r\nexport function conjugate(out, a) {\r\n out[0] = -a[0];\r\n out[1] = -a[1];\r\n out[2] = -a[2];\r\n out[3] = a[3];\r\n out[4] = -a[4];\r\n out[5] = -a[5];\r\n out[6] = -a[6];\r\n out[7] = a[7];\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the length of a dual quat\r\n *\r\n * @param {quat2} a dual quat to calculate length of\r\n * @returns {Number} length of a\r\n * @function\r\n */\r\nexport var length = quat.length;\r\n\r\n/**\r\n * Alias for {@link quat2.length}\r\n * @function\r\n */\r\nexport var len = length;\r\n\r\n/**\r\n * Calculates the squared length of a dual quat\r\n *\r\n * @param {quat2} a dual quat to calculate squared length of\r\n * @returns {Number} squared length of a\r\n * @function\r\n */\r\nexport var squaredLength = quat.squaredLength;\r\n\r\n/**\r\n * Alias for {@link quat2.squaredLength}\r\n * @function\r\n */\r\nexport var sqrLen = squaredLength;\r\n\r\n/**\r\n * Normalize a dual quat\r\n *\r\n * @param {quat2} out the receiving dual quaternion\r\n * @param {quat2} a dual quaternion to normalize\r\n * @returns {quat2} out\r\n * @function\r\n */\r\nexport function normalize(out, a) {\r\n var magnitude = squaredLength(a);\r\n if (magnitude > 0) {\r\n magnitude = Math.sqrt(magnitude);\r\n\r\n var a0 = a[0] / magnitude;\r\n var a1 = a[1] / magnitude;\r\n var a2 = a[2] / magnitude;\r\n var a3 = a[3] / magnitude;\r\n\r\n var b0 = a[4];\r\n var b1 = a[5];\r\n var b2 = a[6];\r\n var b3 = a[7];\r\n\r\n var a_dot_b = a0 * b0 + a1 * b1 + a2 * b2 + a3 * b3;\r\n\r\n out[0] = a0;\r\n out[1] = a1;\r\n out[2] = a2;\r\n out[3] = a3;\r\n\r\n out[4] = (b0 - a0 * a_dot_b) / magnitude;\r\n out[5] = (b1 - a1 * a_dot_b) / magnitude;\r\n out[6] = (b2 - a2 * a_dot_b) / magnitude;\r\n out[7] = (b3 - a3 * a_dot_b) / magnitude;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns a string representation of a dual quatenion\r\n *\r\n * @param {quat2} a dual quaternion to represent as a string\r\n * @returns {String} string representation of the dual quat\r\n */\r\nexport function str(a) {\r\n return 'quat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ')';\r\n}\r\n\r\n/**\r\n * Returns whether or not the dual quaternions have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {quat2} a the first dual quaternion.\r\n * @param {quat2} b the second dual quaternion.\r\n * @returns {Boolean} true if the dual quaternions are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7];\r\n}\r\n\r\n/**\r\n * Returns whether or not the dual quaternions have approximately the same elements in the same position.\r\n *\r\n * @param {quat2} a the first dual quat.\r\n * @param {quat2} b the second dual quat.\r\n * @returns {Boolean} true if the dual quats are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1],\r\n a2 = a[2],\r\n a3 = a[3],\r\n a4 = a[4],\r\n a5 = a[5],\r\n a6 = a[6],\r\n a7 = a[7];\r\n var b0 = b[0],\r\n b1 = b[1],\r\n b2 = b[2],\r\n b3 = b[3],\r\n b4 = b[4],\r\n b5 = b[5],\r\n b6 = b[6],\r\n b7 = b[7];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7));\r\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/quat2.js\n// module id = 24\n// module chunks = 0","import * as glMatrix from \"./common.js\";\r\n\r\n/**\r\n * 2 Dimensional Vector\r\n * @module vec2\r\n */\r\n\r\n/**\r\n * Creates a new, empty vec2\r\n *\r\n * @returns {vec2} a new 2D vector\r\n */\r\nexport function create() {\r\n var out = new glMatrix.ARRAY_TYPE(2);\r\n if (glMatrix.ARRAY_TYPE != Float32Array) {\r\n out[0] = 0;\r\n out[1] = 0;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new vec2 initialized with values from an existing vector\r\n *\r\n * @param {vec2} a vector to clone\r\n * @returns {vec2} a new 2D vector\r\n */\r\nexport function clone(a) {\r\n var out = new glMatrix.ARRAY_TYPE(2);\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Creates a new vec2 initialized with the given values\r\n *\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @returns {vec2} a new 2D vector\r\n */\r\nexport function fromValues(x, y) {\r\n var out = new glMatrix.ARRAY_TYPE(2);\r\n out[0] = x;\r\n out[1] = y;\r\n return out;\r\n}\r\n\r\n/**\r\n * Copy the values from one vec2 to another\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the source vector\r\n * @returns {vec2} out\r\n */\r\nexport function copy(out, a) {\r\n out[0] = a[0];\r\n out[1] = a[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Set the components of a vec2 to the given values\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {Number} x X component\r\n * @param {Number} y Y component\r\n * @returns {vec2} out\r\n */\r\nexport function set(out, x, y) {\r\n out[0] = x;\r\n out[1] = y;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two vec2's\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec2} out\r\n */\r\nexport function add(out, a, b) {\r\n out[0] = a[0] + b[0];\r\n out[1] = a[1] + b[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Subtracts vector b from vector a\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec2} out\r\n */\r\nexport function subtract(out, a, b) {\r\n out[0] = a[0] - b[0];\r\n out[1] = a[1] - b[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Multiplies two vec2's\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec2} out\r\n */\r\nexport function multiply(out, a, b) {\r\n out[0] = a[0] * b[0];\r\n out[1] = a[1] * b[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Divides two vec2's\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec2} out\r\n */\r\nexport function divide(out, a, b) {\r\n out[0] = a[0] / b[0];\r\n out[1] = a[1] / b[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.ceil the components of a vec2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a vector to ceil\r\n * @returns {vec2} out\r\n */\r\nexport function ceil(out, a) {\r\n out[0] = Math.ceil(a[0]);\r\n out[1] = Math.ceil(a[1]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.floor the components of a vec2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a vector to floor\r\n * @returns {vec2} out\r\n */\r\nexport function floor(out, a) {\r\n out[0] = Math.floor(a[0]);\r\n out[1] = Math.floor(a[1]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the minimum of two vec2's\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec2} out\r\n */\r\nexport function min(out, a, b) {\r\n out[0] = Math.min(a[0], b[0]);\r\n out[1] = Math.min(a[1], b[1]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the maximum of two vec2's\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec2} out\r\n */\r\nexport function max(out, a, b) {\r\n out[0] = Math.max(a[0], b[0]);\r\n out[1] = Math.max(a[1], b[1]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Math.round the components of a vec2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a vector to round\r\n * @returns {vec2} out\r\n */\r\nexport function round(out, a) {\r\n out[0] = Math.round(a[0]);\r\n out[1] = Math.round(a[1]);\r\n return out;\r\n}\r\n\r\n/**\r\n * Scales a vec2 by a scalar number\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the vector to scale\r\n * @param {Number} b amount to scale the vector by\r\n * @returns {vec2} out\r\n */\r\nexport function scale(out, a, b) {\r\n out[0] = a[0] * b;\r\n out[1] = a[1] * b;\r\n return out;\r\n}\r\n\r\n/**\r\n * Adds two vec2's after scaling the second operand by a scalar value\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @param {Number} scale the amount to scale b by before adding\r\n * @returns {vec2} out\r\n */\r\nexport function scaleAndAdd(out, a, b, scale) {\r\n out[0] = a[0] + b[0] * scale;\r\n out[1] = a[1] + b[1] * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the euclidian distance between two vec2's\r\n *\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {Number} distance between a and b\r\n */\r\nexport function distance(a, b) {\r\n var x = b[0] - a[0],\r\n y = b[1] - a[1];\r\n return Math.sqrt(x * x + y * y);\r\n}\r\n\r\n/**\r\n * Calculates the squared euclidian distance between two vec2's\r\n *\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {Number} squared distance between a and b\r\n */\r\nexport function squaredDistance(a, b) {\r\n var x = b[0] - a[0],\r\n y = b[1] - a[1];\r\n return x * x + y * y;\r\n}\r\n\r\n/**\r\n * Calculates the length of a vec2\r\n *\r\n * @param {vec2} a vector to calculate length of\r\n * @returns {Number} length of a\r\n */\r\nexport function length(a) {\r\n var x = a[0],\r\n y = a[1];\r\n return Math.sqrt(x * x + y * y);\r\n}\r\n\r\n/**\r\n * Calculates the squared length of a vec2\r\n *\r\n * @param {vec2} a vector to calculate squared length of\r\n * @returns {Number} squared length of a\r\n */\r\nexport function squaredLength(a) {\r\n var x = a[0],\r\n y = a[1];\r\n return x * x + y * y;\r\n}\r\n\r\n/**\r\n * Negates the components of a vec2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a vector to negate\r\n * @returns {vec2} out\r\n */\r\nexport function negate(out, a) {\r\n out[0] = -a[0];\r\n out[1] = -a[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Returns the inverse of the components of a vec2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a vector to invert\r\n * @returns {vec2} out\r\n */\r\nexport function inverse(out, a) {\r\n out[0] = 1.0 / a[0];\r\n out[1] = 1.0 / a[1];\r\n return out;\r\n}\r\n\r\n/**\r\n * Normalize a vec2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a vector to normalize\r\n * @returns {vec2} out\r\n */\r\nexport function normalize(out, a) {\r\n var x = a[0],\r\n y = a[1];\r\n var len = x * x + y * y;\r\n if (len > 0) {\r\n //TODO: evaluate use of glm_invsqrt here?\r\n len = 1 / Math.sqrt(len);\r\n out[0] = a[0] * len;\r\n out[1] = a[1] * len;\r\n }\r\n return out;\r\n}\r\n\r\n/**\r\n * Calculates the dot product of two vec2's\r\n *\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {Number} dot product of a and b\r\n */\r\nexport function dot(a, b) {\r\n return a[0] * b[0] + a[1] * b[1];\r\n}\r\n\r\n/**\r\n * Computes the cross product of two vec2's\r\n * Note that the cross product must by definition produce a 3D vector\r\n *\r\n * @param {vec3} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @returns {vec3} out\r\n */\r\nexport function cross(out, a, b) {\r\n var z = a[0] * b[1] - a[1] * b[0];\r\n out[0] = out[1] = 0;\r\n out[2] = z;\r\n return out;\r\n}\r\n\r\n/**\r\n * Performs a linear interpolation between two vec2's\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the first operand\r\n * @param {vec2} b the second operand\r\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\r\n * @returns {vec2} out\r\n */\r\nexport function lerp(out, a, b, t) {\r\n var ax = a[0],\r\n ay = a[1];\r\n out[0] = ax + t * (b[0] - ax);\r\n out[1] = ay + t * (b[1] - ay);\r\n return out;\r\n}\r\n\r\n/**\r\n * Generates a random vector with the given scale\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\r\n * @returns {vec2} out\r\n */\r\nexport function random(out, scale) {\r\n scale = scale || 1.0;\r\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\r\n out[0] = Math.cos(r) * scale;\r\n out[1] = Math.sin(r) * scale;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec2 with a mat2\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the vector to transform\r\n * @param {mat2} m matrix to transform with\r\n * @returns {vec2} out\r\n */\r\nexport function transformMat2(out, a, m) {\r\n var x = a[0],\r\n y = a[1];\r\n out[0] = m[0] * x + m[2] * y;\r\n out[1] = m[1] * x + m[3] * y;\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec2 with a mat2d\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the vector to transform\r\n * @param {mat2d} m matrix to transform with\r\n * @returns {vec2} out\r\n */\r\nexport function transformMat2d(out, a, m) {\r\n var x = a[0],\r\n y = a[1];\r\n out[0] = m[0] * x + m[2] * y + m[4];\r\n out[1] = m[1] * x + m[3] * y + m[5];\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec2 with a mat3\r\n * 3rd vector component is implicitly '1'\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the vector to transform\r\n * @param {mat3} m matrix to transform with\r\n * @returns {vec2} out\r\n */\r\nexport function transformMat3(out, a, m) {\r\n var x = a[0],\r\n y = a[1];\r\n out[0] = m[0] * x + m[3] * y + m[6];\r\n out[1] = m[1] * x + m[4] * y + m[7];\r\n return out;\r\n}\r\n\r\n/**\r\n * Transforms the vec2 with a mat4\r\n * 3rd vector component is implicitly '0'\r\n * 4th vector component is implicitly '1'\r\n *\r\n * @param {vec2} out the receiving vector\r\n * @param {vec2} a the vector to transform\r\n * @param {mat4} m matrix to transform with\r\n * @returns {vec2} out\r\n */\r\nexport function transformMat4(out, a, m) {\r\n var x = a[0];\r\n var y = a[1];\r\n out[0] = m[0] * x + m[4] * y + m[12];\r\n out[1] = m[1] * x + m[5] * y + m[13];\r\n return out;\r\n}\r\n\r\n/**\r\n * Rotate a 2D vector\r\n * @param {vec2} out The receiving vec2\r\n * @param {vec2} a The vec2 point to rotate\r\n * @param {vec2} b The origin of the rotation\r\n * @param {Number} c The angle of rotation\r\n * @returns {vec2} out\r\n */\r\nexport function rotate(out, a, b, c) {\r\n //Translate point to the origin\r\n var p0 = a[0] - b[0],\r\n p1 = a[1] - b[1],\r\n sinC = Math.sin(c),\r\n cosC = Math.cos(c);\r\n\r\n //perform rotation and translate to correct position\r\n out[0] = p0 * cosC - p1 * sinC + b[0];\r\n out[1] = p0 * sinC + p1 * cosC + b[1];\r\n\r\n return out;\r\n}\r\n\r\n/**\r\n * Get the angle between two 2D vectors\r\n * @param {vec2} a The first operand\r\n * @param {vec2} b The second operand\r\n * @returns {Number} The angle in radians\r\n */\r\nexport function angle(a, b) {\r\n var x1 = a[0],\r\n y1 = a[1],\r\n x2 = b[0],\r\n y2 = b[1];\r\n\r\n var len1 = x1 * x1 + y1 * y1;\r\n if (len1 > 0) {\r\n //TODO: evaluate use of glm_invsqrt here?\r\n len1 = 1 / Math.sqrt(len1);\r\n }\r\n\r\n var len2 = x2 * x2 + y2 * y2;\r\n if (len2 > 0) {\r\n //TODO: evaluate use of glm_invsqrt here?\r\n len2 = 1 / Math.sqrt(len2);\r\n }\r\n\r\n var cosine = (x1 * x2 + y1 * y2) * len1 * len2;\r\n\r\n if (cosine > 1.0) {\r\n return 0;\r\n } else if (cosine < -1.0) {\r\n return Math.PI;\r\n } else {\r\n return Math.acos(cosine);\r\n }\r\n}\r\n\r\n/**\r\n * Returns a string representation of a vector\r\n *\r\n * @param {vec2} a vector to represent as a string\r\n * @returns {String} string representation of the vector\r\n */\r\nexport function str(a) {\r\n return 'vec2(' + a[0] + ', ' + a[1] + ')';\r\n}\r\n\r\n/**\r\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\r\n *\r\n * @param {vec2} a The first vector.\r\n * @param {vec2} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport function exactEquals(a, b) {\r\n return a[0] === b[0] && a[1] === b[1];\r\n}\r\n\r\n/**\r\n * Returns whether or not the vectors have approximately the same elements in the same position.\r\n *\r\n * @param {vec2} a The first vector.\r\n * @param {vec2} b The second vector.\r\n * @returns {Boolean} True if the vectors are equal, false otherwise.\r\n */\r\nexport function equals(a, b) {\r\n var a0 = a[0],\r\n a1 = a[1];\r\n var b0 = b[0],\r\n b1 = b[1];\r\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));\r\n}\r\n\r\n/**\r\n * Alias for {@link vec2.length}\r\n * @function\r\n */\r\nexport var len = length;\r\n\r\n/**\r\n * Alias for {@link vec2.subtract}\r\n * @function\r\n */\r\nexport var sub = subtract;\r\n\r\n/**\r\n * Alias for {@link vec2.multiply}\r\n * @function\r\n */\r\nexport var mul = multiply;\r\n\r\n/**\r\n * Alias for {@link vec2.divide}\r\n * @function\r\n */\r\nexport var div = divide;\r\n\r\n/**\r\n * Alias for {@link vec2.distance}\r\n * @function\r\n */\r\nexport var dist = distance;\r\n\r\n/**\r\n * Alias for {@link vec2.squaredDistance}\r\n * @function\r\n */\r\nexport var sqrDist = squaredDistance;\r\n\r\n/**\r\n * Alias for {@link vec2.squaredLength}\r\n * @function\r\n */\r\nexport var sqrLen = squaredLength;\r\n\r\n/**\r\n * Perform some operation over an array of vec2s.\r\n *\r\n * @param {Array} a the array of vectors to iterate over\r\n * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed\r\n * @param {Number} offset Number of elements to skip at the beginning of the array\r\n * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array\r\n * @param {Function} fn Function to call for each vector in the array\r\n * @param {Object} [arg] additional argument to pass to fn\r\n * @returns {Array} a\r\n * @function\r\n */\r\nexport var forEach = function () {\r\n var vec = create();\r\n\r\n return function (a, stride, offset, count, fn, arg) {\r\n var i = void 0,\r\n l = void 0;\r\n if (!stride) {\r\n stride = 2;\r\n }\r\n\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n\r\n if (count) {\r\n l = Math.min(count * stride + offset, a.length);\r\n } else {\r\n l = a.length;\r\n }\r\n\r\n for (i = offset; i < l; i += stride) {\r\n vec[0] = a[i];vec[1] = a[i + 1];\r\n fn(vec, vec, arg);\r\n a[i] = vec[0];a[i + 1] = vec[1];\r\n }\r\n\r\n return a;\r\n };\r\n}();\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gl-matrix/lib/gl-matrix/vec2.js\n// module id = 25\n// module chunks = 0","// From https://github.com/shrekshao/minimal-gltf-loader\r\nimport {vec3, vec4, quat, mat4} from 'gl-matrix';\r\n\r\nvar MinimalGLTFLoader = MinimalGLTFLoader || {};\r\n\r\n// Data classes\r\nvar Scene = MinimalGLTFLoader.Scene = function () {\r\n // not 1-1 to meshes in json file\r\n // each mesh with a different node hierarchy is a new instance\r\n this.meshes = [];\r\n //this.meshes = {};\r\n};\r\n\r\n// Node\r\n\r\nvar Mesh = MinimalGLTFLoader.Mesh = function () {\r\n this.meshID = ''; // mesh id name in glTF json meshes\r\n this.primitives = [];\r\n};\r\n\r\nvar Primitive = MinimalGLTFLoader.Primitive = function () {\r\n this.mode = 4; // default: gl.TRIANGLES\r\n \r\n this.matrix = mat4.create();\r\n\r\n this.indices = null;\r\n this.indicesComponentType = 5123; // default: gl.UNSIGNED_SHORT\r\n\r\n // !!: assume vertex buffer is interleaved\r\n // see discussion https://github.com/KhronosGroup/glTF/issues/21\r\n this.vertexBuffer = null;\r\n\r\n // attribute info (stride, offset, etc)\r\n this.attributes = {};\r\n\r\n // cur glTF spec supports only one material per primitive\r\n this.material = null;\r\n this.technique = null;\r\n\r\n\r\n\r\n // // Program gl buffer name \r\n // // ?? reconsider if it's suitable to put it here\r\n // this.indicesWebGLBufferName = null;\r\n // this.vertexWebGLBufferName = null;\r\n\r\n};\r\n\r\n\r\n/**\r\n* \r\n*/\r\nvar glTFModel = MinimalGLTFLoader.glTFModel = function () {\r\n this.defaultScene = '';\r\n this.scenes = {};\r\n\r\n this.nodeMatrix = {};\r\n\r\n this.json = null;\r\n\r\n this.shaders = {};\r\n this.programs = {};\r\n\r\n this.images = {};\r\n\r\n};\r\n\r\n\r\n\r\nvar gl;\r\n\r\nvar glTFLoader = MinimalGLTFLoader.glTFLoader = function (glContext) {\r\n gl = glContext;\r\n this._init();\r\n this.glTF = null;\r\n};\r\n\r\nglTFLoader.prototype._init = function() {\r\n this._parseDone = false;\r\n this._loadDone = false;\r\n\r\n this._bufferRequested = 0;\r\n this._bufferLoaded = 0;\r\n this._buffers = {};\r\n this._bufferTasks = {};\r\n\r\n // ?? Move to glTFModel to avoid collected by GC ?? \r\n this._bufferViews = {};\r\n\r\n this._shaderRequested = 0;\r\n this._shaderLoaded = 0;\r\n\r\n this._imageRequested = 0;\r\n this._imageLoaded = 0;\r\n\r\n this._pendingTasks = 0;\r\n this._finishedPendingTasks = 0;\r\n\r\n this.onload = null;\r\n\r\n};\r\n\r\n\r\nglTFLoader.prototype._getBufferViewData = function(json, bufferViewID, callback) {\r\n var bufferViewData = this._bufferViews[bufferViewID];\r\n if(!bufferViewData) {\r\n // load bufferView for the first time\r\n var bufferView = json.bufferViews[bufferViewID];\r\n var bufferData = this._buffers[bufferView.buffer];\r\n if (bufferData) {\r\n // buffer already loaded\r\n //console.log(\"dependent buffer ready, create bufferView\" + bufferViewID);\r\n this._bufferViews[bufferViewID] = bufferData.slice(bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength);\r\n callback(bufferViewData);\r\n } else {\r\n // buffer not yet loaded\r\n // add pending task to _bufferTasks\r\n //console.log(\"pending Task: wait for buffer to load bufferView \" + bufferViewID);\r\n this._pendingTasks++;\r\n var bufferTask = this._bufferTasks[bufferView.buffer];\r\n if (!bufferTask) {\r\n this._bufferTasks[bufferView.buffer] = [];\r\n bufferTask = this._bufferTasks[bufferView.buffer];\r\n }\r\n var loader = this;\r\n bufferTask.push(function(newBufferData) {\r\n // share same bufferView\r\n // hierarchy needs to be post processed in the renderer\r\n var curBufferViewData = loader._bufferViews[bufferViewID];\r\n if (!curBufferViewData) {\r\n console.log('create new BufferView Data for ' + bufferViewID);\r\n curBufferViewData = loader._bufferViews[bufferViewID] = newBufferData.slice(bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength);\r\n }\r\n loader._finishedPendingTasks++;\r\n callback(curBufferViewData);\r\n\r\n // // create new bufferView for each mesh access with a different hierarchy\r\n // // hierarchy transformation will be prepared in this way\r\n // console.log('create new BufferView Data for ' + bufferViewID);\r\n // loader._bufferViews[bufferViewID] = newBufferData.slice(bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength);\r\n // loader._finishedPendingTasks++;\r\n // callback(loader._bufferViews[bufferViewID]);\r\n });\r\n }\r\n\r\n } else {\r\n // no need to load buffer from file\r\n // use cached ones\r\n //console.log(\"use cached bufferView \" + bufferViewID);\r\n callback(bufferViewData);\r\n }\r\n};\r\n\r\n// glTFLoader.prototype._doNextLoadTaskInList = function () {\r\n// };\r\n\r\nglTFLoader.prototype._checkComplete = function () {\r\n if (this._bufferRequested == this._bufferLoaded && \r\n this._shaderRequested == this._shaderLoaded && \r\n this._imageRequested == this._imageLoaded \r\n // && other resources finish loading\r\n ) {\r\n this._loadDone = true;\r\n }\r\n\r\n if (this._loadDone && this._parseDone && this._pendingTasks == this._finishedPendingTasks) {\r\n this.onload(this.glTF);\r\n }\r\n};\r\n\r\n\r\nglTFLoader.prototype._parseGLTF = function (json) {\r\n\r\n this.glTF.json = json;\r\n this.glTF.defaultScene = json.scene;\r\n\r\n // Iterate through every scene\r\n if (json.scenes) {\r\n for (var sceneID in json.scenes) {\r\n var newScene = new Scene();\r\n this.glTF.scenes[sceneID] = newScene;\r\n\r\n var scene = json.scenes[sceneID];\r\n var nodes = scene.nodes;\r\n var nodeLen = nodes.length;\r\n\r\n // Iterate through every node within scene\r\n for (var n = 0; n < nodeLen; ++n) {\r\n var nodeID = nodes[n];\r\n //var node = json.nodes[nodeName];\r\n\r\n // Traverse node\r\n this._parseNode(json, nodeID, newScene);\r\n }\r\n }\r\n }\r\n\r\n this._parseDone = true;\r\n this._checkComplete();\r\n};\r\n\r\n\r\nvar translationVec3 = vec3.create();\r\nvar rotationQuat = quat.create();\r\nvar scaleVec3 = vec3.create();\r\nvar TRMatrix = mat4.create();\r\n\r\nglTFLoader.prototype._parseNode = function(json, nodeID, newScene, matrix) {\r\n var node = json.nodes[nodeID];\r\n\r\n if (matrix === undefined) {\r\n matrix = mat4.create();\r\n }\r\n\r\n var curMatrix = mat4.create();\r\n \r\n if (node.hasOwnProperty('matrix')) {\r\n // matrix\r\n for(var i = 0; i < 16; ++i) {\r\n curMatrix[i] = node.matrix[i];\r\n }\r\n mat4.multiply(curMatrix, matrix, curMatrix);\r\n //mat4.multiply(curMatrix, curMatrix, matrix);\r\n } else {\r\n // translation, rotation, scale (TRS)\r\n // TODO: these labels are optional\r\n vec3.set(translationVec3, node.translation[0], node.translation[1], node.translation[2]);\r\n quat.set(rotationQuat, node.rotation[0], node.rotation[1], node.rotation[2], node.rotation[3]);\r\n mat4.fromRotationTranslation(TRMatrix, rotationQuat, translationVec3);\r\n mat4.multiply(curMatrix, curMatrix, TRMatrix);\r\n vec3.set(scaleVec3, node.scale[0], node.scale[1], node.scale[2]);\r\n mat4.scale(curMatrix, curMatrix, scaleVec3);\r\n }\r\n\r\n // store node matrix\r\n this.glTF.nodeMatrix[nodeID] = curMatrix;\r\n\r\n\r\n \r\n // Iterate through every mesh within node\r\n var meshes = node.meshes;\r\n if(!!meshes) {\r\n var meshLen = meshes.length;\r\n for (var m = 0; m < meshLen; ++m) {\r\n var newMesh = new Mesh();\r\n newScene.meshes.push(newMesh);\r\n\r\n var meshName = meshes[m];\r\n var mesh = json.meshes[meshName];\r\n\r\n newMesh.meshID = meshName;\r\n\r\n // Iterate through primitives\r\n var primitives = mesh.primitives;\r\n var primitiveLen = primitives.length;\r\n\r\n for (var p = 0; p < primitiveLen; ++p) {\r\n var newPrimitive = new Primitive();\r\n newMesh.primitives.push(newPrimitive);\r\n\r\n var primitive = primitives[p];\r\n \r\n if (primitive.indices) {\r\n this._parseIndices(json, primitive, newPrimitive);\r\n }\r\n \r\n this._parseAttributes(json, primitive, newPrimitive, curMatrix);\r\n\r\n // required\r\n newPrimitive.material = json.materials[primitive.material];\r\n \r\n if (newPrimitive.material.technique) {\r\n newPrimitive.technique = json.techniques[newPrimitive.material.technique];\r\n } else {\r\n // TODO: use default technique in glTF spec Appendix A\r\n }\r\n \r\n }\r\n }\r\n }\r\n\r\n\r\n // Go through all the children recursively\r\n var children = node.children;\r\n var childreLen = children.length;\r\n for (var c = 0; c < childreLen; ++c) {\r\n var childNodeID = children[c];\r\n this._parseNode(json, childNodeID, newScene, curMatrix);\r\n }\r\n\r\n};\r\n\r\n\r\nglTFLoader.prototype._parseIndices = function(json, primitive, newPrimitive) {\r\n\r\n var accessorName = primitive.indices;\r\n var accessor = json.accessors[accessorName];\r\n\r\n newPrimitive.mode = primitive.mode || 4;\r\n newPrimitive.indicesComponentType = accessor.componentType;\r\n\r\n var loader = this;\r\n this._getBufferViewData(json, accessor.bufferView, function(bufferViewData) {\r\n newPrimitive.indices = _getAccessorData(bufferViewData, accessor);\r\n loader._checkComplete();\r\n });\r\n};\r\n\r\n\r\n\r\n\r\n//var tmpVec4 = vec4.create();\r\n//var inverseTransposeMatrix = mat4.create();\r\n\r\nglTFLoader.prototype._parseAttributes = function(json, primitive, newPrimitive, matrix) {\r\n // !! Assume interleaved vertex attributes\r\n // i.e., all attributes share one bufferView\r\n\r\n\r\n // vertex buffer processing\r\n var firstSemantic = Object.keys(primitive.attributes)[0];\r\n var firstAccessor = json.accessors[primitive.attributes[firstSemantic]];\r\n var vertexBufferViewID = firstAccessor.bufferView;\r\n var bufferView = json.bufferViews[vertexBufferViewID];\r\n\r\n var loader = this;\r\n\r\n this._getBufferViewData(json, vertexBufferViewID, function(bufferViewData) {\r\n var data = newPrimitive.vertexBuffer = _arrayBuffer2TypedArray(\r\n bufferViewData, \r\n 0, \r\n bufferView.byteLength / ComponentType2ByteSize[firstAccessor.componentType],\r\n firstAccessor.componentType\r\n );\r\n \r\n for (var attributeName in primitive.attributes) {\r\n var accessorName = primitive.attributes[attributeName];\r\n var accessor = json.accessors[accessorName];\r\n \r\n var componentTypeByteSize = ComponentType2ByteSize[accessor.componentType];\r\n \r\n var stride = accessor.byteStride / componentTypeByteSize;\r\n var offset = accessor.byteOffset / componentTypeByteSize;\r\n var count = accessor.count;\r\n\r\n // // Matrix transformation\r\n // if (attributeName === 'POSITION') {\r\n // for (var i = 0; i < count; ++i) {\r\n // // TODO: add vec2 and other(needed?) support \r\n // vec4.set(tmpVec4, data[stride * i + offset]\r\n // , data[stride * i + offset + 1]\r\n // , data[stride * i + offset + 2]\r\n // , 1);\r\n // vec4.transformMat4(tmpVec4, tmpVec4, matrix);\r\n // vec4.scale(tmpVec4, tmpVec4, 1 / tmpVec4[3]);\r\n // data[stride * i + offset] = tmpVec4[0];\r\n // data[stride * i + offset + 1] = tmpVec4[1];\r\n // data[stride * i + offset + 2] = tmpVec4[2];\r\n // }\r\n // } \r\n // else if (attributeName === 'NORMAL') {\r\n // mat4.invert(inverseTransposeMatrix, matrix);\r\n // mat4.transpose(inverseTransposeMatrix, inverseTransposeMatrix); \r\n\r\n // for (var i = 0; i < count; ++i) {\r\n // // @todo: add vec2 and other(needed?) support\r\n // vec4.set(tmpVec4, data[stride * i + offset]\r\n // , data[stride * i + offset + 1]\r\n // , data[stride * i + offset + 2]\r\n // , 0);\r\n // vec4.transformMat4(tmpVec4, tmpVec4, inverseTransposeMatrix);\r\n // vec4.normalize(tmpVec4, tmpVec4);\r\n // data[stride * i + offset] = tmpVec4[0];\r\n // data[stride * i + offset + 1] = tmpVec4[1];\r\n // data[stride * i + offset + 2] = tmpVec4[2];\r\n // }\r\n // }\r\n\r\n\r\n // local transform matrix\r\n\r\n mat4.copy(newPrimitive.matrix, matrix);\r\n \r\n \r\n\r\n // for vertexAttribPointer\r\n newPrimitive.attributes[attributeName] = {\r\n //GLuint program location,\r\n size: Type2NumOfComponent[accessor.type],\r\n type: accessor.componentType,\r\n //GLboolean normalized\r\n stride: accessor.byteStride,\r\n offset: accessor.byteOffset\r\n };\r\n\r\n }\r\n\r\n loader._checkComplete();\r\n });\r\n\r\n};\r\n\r\n/**\r\n* load a glTF model\r\n* \r\n* @param {String} uri uri of the .glTF file. Other resources (bins, images) are assumed to be in the same base path\r\n* @param {Function} callback the onload callback function\r\n*/\r\nglTFLoader.prototype.loadGLTF = function (uri, callback) {\r\n\r\n this._init();\r\n\r\n this.onload = callback || function(glTF) {\r\n console.log('glTF model loaded.');\r\n console.log(glTF);\r\n };\r\n\r\n \r\n this.glTF = new glTFModel();\r\n\r\n this.baseUri = _getBaseUri(uri);\r\n\r\n var loader = this;\r\n\r\n _loadJSON(uri, function (response) {\r\n // Parse JSON string into object\r\n var json = JSON.parse(response);\r\n\r\n var bid;\r\n\r\n var loadArrayBufferCallback = function (resource) {\r\n \r\n loader._buffers[bid] = resource;\r\n loader._bufferLoaded++;\r\n if (loader._bufferTasks[bid]) {\r\n var i,len;\r\n for (i = 0, len = loader._bufferTasks[bid].length; i < len; ++i) {\r\n (loader._bufferTasks[bid][i])(resource);\r\n }\r\n }\r\n loader._checkComplete();\r\n\r\n };\r\n\r\n // Launch loading resources task: buffers, etc.\r\n if (json.buffers) {\r\n for (bid in json.buffers) {\r\n\r\n loader._bufferRequested++;\r\n\r\n _loadArrayBuffer(loader.baseUri + json.buffers[bid].uri, loadArrayBufferCallback);\r\n\r\n }\r\n }\r\n\r\n // load images\r\n \r\n\r\n var loadImageCallback = function (img, iid) {\r\n loader._imageLoaded++;\r\n loader.glTF.images[iid] = img;\r\n loader._checkComplete();\r\n };\r\n\r\n var iid;\r\n\r\n if (json.images) {\r\n for (iid in json.images) {\r\n loader._imageRequested++;\r\n _loadImage(loader.baseUri + json.images[iid].uri, iid, loadImageCallback);\r\n }\r\n }\r\n\r\n\r\n // load shaders\r\n var pid;\r\n var newProgram;\r\n\r\n var loadVertexShaderFileCallback = function (resource) {\r\n loader._shaderLoaded++;\r\n newProgram.vertexShader = resource;\r\n if (newProgram.fragmentShader) {\r\n // create Program\r\n newProgram.program = _createProgram(gl, newProgram.vertexShader, newProgram.fragmentShader);\r\n loader._checkComplete();\r\n }\r\n };\r\n var loadFragmentShaderFileCallback = function (resource) {\r\n loader._shaderLoaded++;\r\n newProgram.fragmentShader = resource;\r\n if (newProgram.vertexShader) {\r\n // create Program\r\n newProgram.program = _createProgram(gl, newProgram.vertexShader, newProgram.fragmentShader);\r\n loader._checkComplete();\r\n }\r\n };\r\n\r\n if (json.programs) {\r\n for (pid in json.programs) {\r\n newProgram = loader.glTF.programs[pid] = {\r\n vertexShader: null,\r\n fragmentShader: null,\r\n program: null\r\n };\r\n var program = json.programs[pid];\r\n loader._shaderRequested += 2;\r\n\r\n _loadShaderFile(loader.baseUri + json.shaders[program.vertexShader].uri, loadVertexShaderFileCallback);\r\n _loadShaderFile(loader.baseUri + json.shaders[program.fragmentShader].uri, loadFragmentShaderFileCallback);\r\n }\r\n }\r\n\r\n\r\n\r\n\r\n // start glTF scene parsing\r\n loader._parseGLTF(json);\r\n });\r\n};\r\n\r\n\r\n\r\n\r\n// TODO: get from gl context\r\nvar ComponentType2ByteSize = {\r\n 5120: 1, // BYTE\r\n 5121: 1, // UNSIGNED_BYTE\r\n 5122: 2, // SHORT\r\n 5123: 2, // UNSIGNED_SHORT\r\n 5126: 4 // FLOAT\r\n};\r\n\r\nvar Type2NumOfComponent = {\r\n 'SCALAR': 1,\r\n 'VEC2': 2,\r\n 'VEC3': 3,\r\n 'VEC4': 4,\r\n 'MAT2': 4,\r\n 'MAT3': 9,\r\n 'MAT4': 16\r\n};\r\n\r\nMinimalGLTFLoader.Attributes = [\r\n 'POSITION',\r\n 'NORMAL', \r\n 'TEXCOORD', \r\n 'COLOR', \r\n 'JOINT', \r\n 'WEIGHT'\r\n];\r\n\r\n// MinimalGLTFLoader.UniformFunctionsBind = {\r\n// 35676: gl.uniformMatrix4fv // FLOAT_MAT4 \r\n// };\r\n\r\n\r\n// ------ Scope limited private util functions---------------\r\n\r\nfunction _arrayBuffer2TypedArray(resource, byteOffset, countOfComponentType, componentType) {\r\n switch(componentType) {\r\n // @todo: finish\r\n case 5122: return new Int16Array(resource, byteOffset, countOfComponentType);\r\n case 5123: return new Uint16Array(resource, byteOffset, countOfComponentType);\r\n case 5124: return new Int32Array(resource, byteOffset, countOfComponentType);\r\n case 5125: return new Uint32Array(resource, byteOffset, countOfComponentType);\r\n case 5126: return new Float32Array(resource, byteOffset, countOfComponentType);\r\n default: return null; \r\n }\r\n}\r\n\r\nfunction _getAccessorData(bufferViewData, accessor) {\r\n return _arrayBuffer2TypedArray(\r\n bufferViewData, \r\n accessor.byteOffset, \r\n accessor.count * Type2NumOfComponent[accessor.type],\r\n accessor.componentType\r\n );\r\n}\r\n\r\nfunction _getBaseUri(uri) {\r\n \r\n // https://github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/Core/getBaseUri.js\r\n \r\n var basePath = '';\r\n var i = uri.lastIndexOf('/');\r\n if(i !== -1) {\r\n basePath = uri.substring(0, i + 1);\r\n }\r\n \r\n return basePath;\r\n}\r\n\r\nfunction _loadJSON(src, callback) {\r\n\r\n // native json loading technique from @KryptoniteDove:\r\n // http://codepen.io/KryptoniteDove/post/load-json-file-locally-using-pure-javascript\r\n\r\n var xobj = new XMLHttpRequest();\r\n xobj.overrideMimeType(\"application/json\");\r\n xobj.open('GET', src, true);\r\n xobj.onreadystatechange = function () {\r\n if (xobj.readyState == 4 && // Request finished, response ready\r\n xobj.status == \"200\") { // Status OK\r\n callback(xobj.responseText, this);\r\n }\r\n };\r\n xobj.send(null);\r\n}\r\n\r\nfunction _loadArrayBuffer(url, callback) {\r\n var xobj = new XMLHttpRequest();\r\n xobj.responseType = 'arraybuffer';\r\n xobj.open('GET', url, true);\r\n xobj.onreadystatechange = function () {\r\n if (xobj.readyState == 4 && // Request finished, response ready\r\n xobj.status == \"200\") { // Status OK\r\n var arrayBuffer = xobj.response;\r\n if (arrayBuffer && callback) {\r\n callback(arrayBuffer);\r\n }\r\n }\r\n };\r\n xobj.send(null);\r\n}\r\n\r\nfunction _loadShaderFile(url, callback) {\r\n var xobj = new XMLHttpRequest();\r\n xobj.responseType = 'text';\r\n xobj.open('GET', url, true);\r\n xobj.onreadystatechange = function () {\r\n if (xobj.readyState == 4 && // Request finished, response ready\r\n xobj.status == \"200\") { // Status OK\r\n var file = xobj.response;\r\n if (file && callback) {\r\n callback(file);\r\n }\r\n }\r\n };\r\n xobj.send(null);\r\n}\r\n\r\nfunction _loadImage(url, iid, onload) {\r\n var img = new Image();\r\n img.src = url;\r\n img.onload = function() {\r\n onload(img, iid);\r\n };\r\n}\r\n\r\n\r\nfunction _createShader(gl, source, type) {\r\n var shader = gl.createShader(type);\r\n gl.shaderSource(shader, source);\r\n gl.compileShader(shader);\r\n return shader;\r\n}\r\n\r\nfunction _createProgram(gl, vertexShaderSource, fragmentShaderSource) {\r\n var program = gl.createProgram();\r\n var vshader = _createShader(gl, vertexShaderSource, gl.VERTEX_SHADER);\r\n var fshader = _createShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER);\r\n gl.attachShader(program, vshader);\r\n gl.deleteShader(vshader);\r\n gl.attachShader(program, fshader);\r\n gl.deleteShader(fshader);\r\n gl.linkProgram(program);\r\n\r\n var log = gl.getProgramInfoLog(program);\r\n if (log) {\r\n console.log(log);\r\n }\r\n\r\n log = gl.getShaderInfoLog(vshader);\r\n if (log) {\r\n console.log(log);\r\n }\r\n\r\n log = gl.getShaderInfoLog(fshader);\r\n if (log) {\r\n console.log(log);\r\n }\r\n\r\n return program;\r\n}\r\n\r\nexport { glTFLoader };\n\n\n// WEBPACK FOOTER //\n// ./lib/minimal-gltf-loader.js","module.exports = \"#version 100\\r\\nprecision highp float;\\r\\n\\r\\nuniform mat4 u_viewProjectionMatrix;\\r\\n\\r\\nattribute vec3 a_position;\\r\\nattribute vec3 a_normal;\\r\\nattribute vec2 a_uv;\\r\\n\\r\\nvarying vec3 v_position;\\r\\nvarying vec3 v_normal;\\r\\nvarying vec2 v_uv;\\r\\n\\r\\nvoid main() {\\r\\n gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0);\\r\\n v_position = a_position;\\r\\n v_normal = a_normal;\\r\\n v_uv = a_uv;\\r\\n}\"\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/shaders/forward.vert.glsl\n// module id = 27\n// module chunks = 0","export default function(params) {\r\n return `\r\n #version 100\r\n precision highp float;\r\n\r\n uniform sampler2D u_colmap;\r\n uniform sampler2D u_normap;\r\n uniform sampler2D u_lightbuffer;\r\n\r\n varying vec3 v_position;\r\n varying vec3 v_normal;\r\n varying vec2 v_uv;\r\n\r\n vec3 applyNormalMap(vec3 geomnor, vec3 normap) {\r\n normap = normap * 2.0 - 1.0;\r\n vec3 up = normalize(vec3(0.001, 1, 0.001));\r\n vec3 surftan = normalize(cross(geomnor, up));\r\n vec3 surfbinor = cross(geomnor, surftan);\r\n return normap.y * surftan + normap.x * surfbinor + normap.z * geomnor;\r\n }\r\n\r\n struct Light {\r\n vec3 position;\r\n float radius;\r\n vec3 color;\r\n };\r\n\r\n float ExtractFloat(sampler2D texture, int textureWidth, int textureHeight, int index, int component) {\r\n float u = float(index + 1) / float(textureWidth + 1);\r\n int pixel = component / 4;\r\n float v = float(pixel + 1) / float(textureHeight + 1);\r\n vec4 texel = texture2D(texture, vec2(u, v));\r\n int pixelComponent = component - pixel * 4;\r\n if (pixelComponent == 0) {\r\n return texel[0];\r\n } else if (pixelComponent == 1) {\r\n return texel[1];\r\n } else if (pixelComponent == 2) {\r\n return texel[2];\r\n } else if (pixelComponent == 3) {\r\n return texel[3];\r\n }\r\n }\r\n\r\n Light UnpackLight(int index) {\r\n Light light;\r\n float u = float(index + 1) / float(${params.numLights + 1});\r\n vec4 v1 = texture2D(u_lightbuffer, vec2(u, 0.0));\r\n vec4 v2 = texture2D(u_lightbuffer, vec2(u, 0.5));\r\n light.position = v1.xyz;\r\n\r\n // LOOK: This extracts the 4th float (radius) of the (index)th light in the buffer\r\n // Note that this is just an example implementation to extract one float.\r\n // There are more efficient ways if you need adjacent values\r\n light.radius = ExtractFloat(u_lightbuffer, ${params.numLights}, 2, index, 3);\r\n\r\n light.color = v2.rgb;\r\n return light;\r\n }\r\n\r\n // Cubic approximation of gaussian curve so we falloff to exactly 0 at the light radius\r\n float cubicGaussian(float h) {\r\n if (h < 1.0) {\r\n return 0.25 * pow(2.0 - h, 3.0) - pow(1.0 - h, 3.0);\r\n } else if (h < 2.0) {\r\n return 0.25 * pow(2.0 - h, 3.0);\r\n } else {\r\n return 0.0;\r\n }\r\n }\r\n\r\n void main() {\r\n vec3 albedo = texture2D(u_colmap, v_uv).rgb;\r\n vec3 normap = texture2D(u_normap, v_uv).xyz;\r\n vec3 normal = applyNormalMap(v_normal, normap);\r\n\r\n vec3 fragColor = vec3(0.0);\r\n\r\n for (int i = 0; i < ${params.numLights}; ++i) {\r\n Light light = UnpackLight(i);\r\n float lightDistance = distance(light.position, v_position);\r\n vec3 L = (light.position - v_position) / lightDistance;\r\n\r\n float lightIntensity = cubicGaussian(2.0 * lightDistance / light.radius);\r\n float lambertTerm = max(dot(L, normal), 0.0);\r\n\r\n fragColor += albedo * lambertTerm * light.color * vec3(lightIntensity);\r\n }\r\n\r\n const vec3 ambientLight = vec3(0.025);\r\n fragColor += albedo * ambientLight;\r\n\r\n gl_FragColor = vec4(fragColor, 1.0);\r\n }\r\n `;\r\n}\r\n\n\n\n// WEBPACK FOOTER //\n// ./src/shaders/forward.frag.glsl.js","import { gl } from '../init';\r\nimport { mat4, vec4, vec3 } from 'gl-matrix';\r\nimport { loadShaderProgram } from '../utils';\r\nimport { NUM_LIGHTS } from '../scene';\r\nimport vsSource from '../shaders/forwardPlus.vert.glsl';\r\nimport fsSource from '../shaders/forwardPlus.frag.glsl.js';\r\nimport TextureBuffer from './textureBuffer';\r\nimport BaseRenderer from './base';\r\n\r\nexport default class ForwardPlusRenderer extends BaseRenderer {\r\n constructor(xSlices, ySlices, zSlices) {\r\n super(xSlices, ySlices, zSlices);\r\n\r\n // Create a texture to store light data\r\n this._lightTexture = new TextureBuffer(NUM_LIGHTS, 8);\r\n \r\n this._shaderProgram = loadShaderProgram(vsSource, fsSource({\r\n numLights: NUM_LIGHTS, clusterTextureWidth: this._clusterTexture._elementCount, clusterTextureHeight: this._clusterTexture._pixelsPerElement\r\n }), {\r\n uniforms: ['u_viewProjectionMatrix', 'u_viewMatrix', 'u_colmap', 'u_normap', 'u_lightbuffer', 'u_clusterbuffer', 'u_farClip', 'u_nearClip', 'u_nearWidth', 'u_nearHeight', 'u_farWidth', 'u_farHeight', 'u_xSlices', 'u_ySlices', 'u_zSlices'],\r\n attribs: ['a_position', 'a_normal', 'a_uv'],\r\n });\r\n\r\n this._projectionMatrix = mat4.create();\r\n this._viewMatrix = mat4.create();\r\n this._viewProjectionMatrix = mat4.create();\r\n }\r\n\r\n render(camera, scene) {\r\n // Update the camera matrices\r\n camera.updateMatrixWorld();\r\n mat4.invert(this._viewMatrix, camera.matrixWorld.elements);\r\n mat4.copy(this._projectionMatrix, camera.projectionMatrix.elements);\r\n mat4.multiply(this._viewProjectionMatrix, this._projectionMatrix, this._viewMatrix);\r\n\r\n // Update cluster texture which maps from cluster index to light list\r\n this.updateClusters(camera, this._viewMatrix, scene);\r\n \r\n // Update the buffer used to populate the texture packed with light data\r\n for (let i = 0; i < NUM_LIGHTS; ++i) {\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 0] = scene.lights[i].position[0];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 1] = scene.lights[i].position[1];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 2] = scene.lights[i].position[2];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 3] = scene.lights[i].radius;\r\n\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 0] = scene.lights[i].color[0];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 1] = scene.lights[i].color[1];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 2] = scene.lights[i].color[2];\r\n }\r\n // Update the light texture\r\n this._lightTexture.update();\r\n\r\n // Bind the default null framebuffer which is the screen\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n\r\n // Render to the whole screen\r\n gl.viewport(0, 0, canvas.width, canvas.height);\r\n\r\n // Clear the frame\r\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\r\n\r\n // Use this shader program\r\n gl.useProgram(this._shaderProgram.glShaderProgram);\r\n\r\n // Upload the camera matrix\r\n gl.uniformMatrix4fv(this._shaderProgram.u_viewProjectionMatrix, false, this._viewProjectionMatrix);\r\n\r\n // Upload the view matrix\r\n gl.uniformMatrix4fv(this._shaderProgram.u_viewMatrix, false, this._viewMatrix);\r\n\r\n // Upload the far clip, nearClip, nearWidth, nearHeight, farWidth, farHeight, x slices, y slices, z slices\r\n gl.uniform1f(this._shaderProgram.u_farClip, camera.far);\r\n gl.uniform1f(this._shaderProgram.u_nearClip, camera.near);\r\n gl.uniform1f(this._shaderProgram.u_nearWidth, this.nearWidth);\r\n gl.uniform1f(this._shaderProgram.u_nearHeight, this.nearHeight);\r\n gl.uniform1f(this._shaderProgram.u_farWidth, this.farWidth);\r\n gl.uniform1f(this._shaderProgram.u_farHeight, this.farHeight);\r\n gl.uniform1f(this._shaderProgram.u_xSlices, this._xSlices);\r\n gl.uniform1f(this._shaderProgram.u_ySlices, this._ySlices);\r\n gl.uniform1f(this._shaderProgram.u_zSlices, this._zSlices);\r\n\r\n // Set the light texture as a uniform input to the shader\r\n gl.activeTexture(gl.TEXTURE2);\r\n gl.bindTexture(gl.TEXTURE_2D, this._lightTexture.glTexture);\r\n gl.uniform1i(this._shaderProgram.u_lightbuffer, 2);\r\n\r\n // Set the cluster texture as a uniform input to the shader\r\n gl.activeTexture(gl.TEXTURE3);\r\n gl.bindTexture(gl.TEXTURE_2D, this._clusterTexture.glTexture);\r\n gl.uniform1i(this._shaderProgram.u_clusterbuffer, 3);\r\n\r\n // TODO: Bind any other shader inputs\r\n\r\n // Draw the scene. This function takes the shader program so that the model's textures can be bound to the right inputs\r\n scene.draw(this._shaderProgram);\r\n }\r\n};\n\n\n// WEBPACK FOOTER //\n// ./src/renderers/forwardPlus.js","module.exports = \"#version 100\\r\\nprecision highp float;\\r\\n\\r\\nuniform mat4 u_viewProjectionMatrix;\\r\\nuniform mat4 u_viewMatrix;\\r\\n\\r\\nattribute vec3 a_position;\\r\\nattribute vec3 a_normal;\\r\\nattribute vec2 a_uv;\\r\\n\\r\\nvarying vec3 v_position;\\r\\nvarying vec3 v_normal;\\r\\nvarying vec2 v_uv;\\r\\nvarying vec3 v_viewPosition;\\r\\n\\r\\nvoid main() {\\r\\n gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0);\\r\\n v_position = a_position;\\r\\n v_normal = a_normal;\\r\\n v_uv = a_uv;\\r\\n v_viewPosition = vec3(u_viewMatrix * vec4(a_position, 1.0)); \\r\\n}\"\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/shaders/forwardPlus.vert.glsl\n// module id = 30\n// module chunks = 0","export default function(params) {\r\n return `\r\n // TODO: This is pretty much just a clone of forward.frag.glsl.js\r\n\r\n #version 100\r\n precision highp float;\r\n\r\n uniform sampler2D u_colmap;\r\n uniform sampler2D u_normap;\r\n uniform sampler2D u_lightbuffer;\r\n\r\n uniform float u_farClip;\r\n uniform float u_nearClip;\r\n uniform float u_nearWidth;\r\n uniform float u_nearHeight;\r\n uniform float u_farWidth;\r\n uniform float u_farHeight;\r\n uniform float u_xSlices;\r\n uniform float u_ySlices;\r\n uniform float u_zSlices;\r\n\r\n // TODO: Read this buffer to determine the lights influencing a cluster\r\n uniform sampler2D u_clusterbuffer;\r\n\r\n varying vec3 v_position;\r\n varying vec3 v_normal;\r\n varying vec2 v_uv;\r\n varying vec3 v_viewPosition;\r\n\r\n vec3 applyNormalMap(vec3 geomnor, vec3 normap) {\r\n normap = normap * 2.0 - 1.0;\r\n vec3 up = normalize(vec3(0.001, 1, 0.001));\r\n vec3 surftan = normalize(cross(geomnor, up));\r\n vec3 surfbinor = cross(geomnor, surftan);\r\n return normap.y * surftan + normap.x * surfbinor + normap.z * geomnor;\r\n }\r\n\r\n struct Light {\r\n vec3 position;\r\n float radius;\r\n vec3 color;\r\n };\r\n\r\n float ExtractFloat(sampler2D texture, int textureWidth, int textureHeight, int index, int component) {\r\n float u = float(index + 1) / float(textureWidth + 1);\r\n int pixel = component / 4;\r\n float v = float(pixel + 1) / float(textureHeight + 1);\r\n vec4 texel = texture2D(texture, vec2(u, v));\r\n int pixelComponent = component - pixel * 4;\r\n if (pixelComponent == 0) {\r\n return texel[0];\r\n } else if (pixelComponent == 1) {\r\n return texel[1];\r\n } else if (pixelComponent == 2) {\r\n return texel[2];\r\n } else if (pixelComponent == 3) {\r\n return texel[3];\r\n }\r\n }\r\n\r\n Light UnpackLight(int index) {\r\n Light light;\r\n float u = float(index + 1) / float(${params.numLights + 1});\r\n vec4 v1 = texture2D(u_lightbuffer, vec2(u, 0.3));\r\n vec4 v2 = texture2D(u_lightbuffer, vec2(u, 0.6));\r\n light.position = v1.xyz;\r\n\r\n // LOOK: This extracts the 4th float (radius) of the (index)th light in the buffer\r\n // Note that this is just an example implementation to extract one float.\r\n // There are more efficient ways if you need adjacent values\r\n light.radius = ExtractFloat(u_lightbuffer, ${params.numLights}, 2, index, 3);\r\n\r\n light.color = v2.rgb;\r\n return light;\r\n }\r\n\r\n // Cubic approximation of gaussian curve so we falloff to exactly 0 at the light radius\r\n float cubicGaussian(float h) {\r\n if (h < 1.0) {\r\n return 0.25 * pow(2.0 - h, 3.0) - pow(1.0 - h, 3.0);\r\n } else if (h < 2.0) {\r\n return 0.25 * pow(2.0 - h, 3.0);\r\n } else {\r\n return 0.0;\r\n }\r\n }\r\n\r\n void main() {\r\n vec3 albedo = texture2D(u_colmap, v_uv).rgb;\r\n vec3 normap = texture2D(u_normap, v_uv).xyz;\r\n vec3 normal = applyNormalMap(v_normal, normap);\r\n\r\n vec3 fragColor = vec3(0.0);\r\n \r\n // 1. Calculate the Slice index which the fragment is in\r\n float proportion = ( (abs(v_viewPosition.z) - u_nearClip)/(1.0 * u_farClip - u_nearClip) );\r\n float sliceWidth = u_nearWidth + (u_farWidth - u_nearWidth) * proportion;\r\n float sliceHeight = u_nearHeight + (u_farHeight - u_nearHeight) * proportion;\r\n\r\n int cellX = int((v_viewPosition.x + 0.5 * sliceWidth) / (sliceWidth / u_xSlices));\r\n int cellY = int((v_viewPosition.y + 0.5 * sliceHeight) / (sliceHeight / u_ySlices));\r\n int cellZ = int((abs(v_viewPosition.z) - u_nearClip) / ((u_farClip - u_nearClip) / u_zSlices));\r\n \r\n // 2. Find out the number of lights and their indices\r\n int index = cellX + cellY * int(u_xSlices) + cellZ * int(u_xSlices * u_ySlices);\r\n \r\n int numLights = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, 0));\r\n \r\n // 3. Iterate through the lights\r\n for(int lightIndex = 1; lightIndex < ${params.clusterTextureHeight} * 4 - 1; ++lightIndex)\r\n {\r\n if(lightIndex > numLights) {\r\n break;\r\n }\r\n \r\n int lightId = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, lightIndex));\r\n \r\n Light light = UnpackLight(lightId);\r\n float lightDistance = distance(light.position, v_position);\r\n vec3 L = (light.position - v_position) / lightDistance;\r\n\r\n float lightIntensity = cubicGaussian(2.0 * lightDistance / light.radius);\r\n float lambertTerm = max(dot(L, normal), 0.0);\r\n\r\n fragColor += albedo * lambertTerm * light.color * vec3(lightIntensity);\r\n }\r\n \r\n const vec3 ambientLight = vec3(0.025);\r\n fragColor += albedo * ambientLight;\r\n\r\n gl_FragColor = vec4(fragColor, 1.0);\r\n }\r\n `;\r\n}\r\n\n\n\n// WEBPACK FOOTER //\n// ./src/shaders/forwardPlus.frag.glsl.js","import { gl, WEBGL_draw_buffers, canvas } from '../init';\r\nimport { mat4, mat3, vec4, vec3 } from 'gl-matrix';\r\nimport { loadShaderProgram, renderFullscreenQuad } from '../utils';\r\nimport { NUM_LIGHTS } from '../scene';\r\nimport toTextureVert from '../shaders/deferredToTexture.vert.glsl';\r\nimport toTextureFrag from '../shaders/deferredToTexture.frag.glsl';\r\nimport QuadVertSource from '../shaders/quad.vert.glsl';\r\nimport fsSource from '../shaders/deferred.frag.glsl.js';\r\nimport TextureBuffer from './textureBuffer';\r\nimport BaseRenderer from './base';\r\n\r\nexport const NUM_GBUFFERS = 3;\r\n\r\nexport default class ClusteredRenderer extends BaseRenderer {\r\n constructor(xSlices, ySlices, zSlices) {\r\n super(xSlices, ySlices, zSlices);\r\n \r\n this.setupDrawBuffers(canvas.width, canvas.height);\r\n \r\n // Create a texture to store light data\r\n this._lightTexture = new TextureBuffer(NUM_LIGHTS, 8);\r\n \r\n this._progCopy = loadShaderProgram(toTextureVert, toTextureFrag, {\r\n uniforms: ['u_viewProjectionMatrix', 'u_colmap', 'u_normap'],\r\n attribs: ['a_position', 'a_normal', 'a_uv'],\r\n });\r\n\r\n this._progShade = loadShaderProgram(QuadVertSource, fsSource({\r\n numLights: NUM_LIGHTS,\r\n numGBuffers: NUM_GBUFFERS,\r\n clusterTextureWidth: this._clusterTexture._elementCount, clusterTextureHeight: this._clusterTexture._pixelsPerElement\r\n\r\n }), {\r\n uniforms: ['u_gbuffers[0]', 'u_gbuffers[1]', 'u_gbuffers[2]', 'u_gbuffers[3]', 'u_lightbuffer', 'u_clusterbuffer', 'u_lightbuffer', 'u_clusterbuffer', 'u_farClip', 'u_nearClip', 'u_nearWidth', 'u_nearHeight', 'u_farWidth', 'u_farHeight', 'u_xSlices', 'u_ySlices', 'u_zSlices', 'u_viewMatrix', 'u_eyePos'],\r\n attribs: ['a_uv'],\r\n });\r\n\r\n this._projectionMatrix = mat4.create();\r\n this._viewMatrix = mat4.create();\r\n this._viewProjectionMatrix = mat4.create();\r\n }\r\n\r\n setupDrawBuffers(width, height) {\r\n this._width = width;\r\n this._height = height;\r\n\r\n this._fbo = gl.createFramebuffer();\r\n \r\n //Create, bind, and store a depth target texture for the FBO\r\n this._depthTex = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, this._depthTex);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);\r\n gl.bindTexture(gl.TEXTURE_2D, null);\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, this._depthTex, 0);\r\n\r\n // Create, bind, and store \"color\" target textures for the FBO\r\n this._gbuffers = new Array(NUM_GBUFFERS);\r\n let attachments = new Array(NUM_GBUFFERS);\r\n for (let i = 0; i < NUM_GBUFFERS; i++) {\r\n attachments[i] = WEBGL_draw_buffers[`COLOR_ATTACHMENT${i}_WEBGL`];\r\n this._gbuffers[i] = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, this._gbuffers[i]);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);\r\n gl.bindTexture(gl.TEXTURE_2D, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachments[i], gl.TEXTURE_2D, this._gbuffers[i], 0); \r\n }\r\n\r\n if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {\r\n throw \"Framebuffer incomplete\";\r\n }\r\n\r\n // Tell the WEBGL_draw_buffers extension which FBO attachments are\r\n // being used. (This extension allows for multiple render targets.)\r\n WEBGL_draw_buffers.drawBuffersWEBGL(attachments);\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n }\r\n\r\n resize(width, height) {\r\n this._width = width;\r\n this._height = height;\r\n\r\n gl.bindTexture(gl.TEXTURE_2D, this._depthTex);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);\r\n for (let i = 0; i < NUM_GBUFFERS; i++) {\r\n gl.bindTexture(gl.TEXTURE_2D, this._gbuffers[i]);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);\r\n }\r\n gl.bindTexture(gl.TEXTURE_2D, null);\r\n }\r\n\r\n render(camera, scene) {\r\n if (canvas.width != this._width || canvas.height != this._height) {\r\n this.resize(canvas.width, canvas.height);\r\n }\r\n\r\n // Update the camera matrices\r\n camera.updateMatrixWorld();\r\n mat4.invert(this._viewMatrix, camera.matrixWorld.elements);\r\n mat4.copy(this._projectionMatrix, camera.projectionMatrix.elements);\r\n mat4.multiply(this._viewProjectionMatrix, this._projectionMatrix, this._viewMatrix);\r\n\r\n // Render to the whole screen\r\n gl.viewport(0, 0, canvas.width, canvas.height);\r\n\r\n // Bind the framebuffer\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._fbo);\r\n\r\n // Clear the frame\r\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\r\n\r\n // Use the shader program to copy to the draw buffers\r\n gl.useProgram(this._progCopy.glShaderProgram);\r\n\r\n // Upload the camera matrix\r\n gl.uniformMatrix4fv(this._progCopy.u_viewProjectionMatrix, false, this._viewProjectionMatrix);\r\n\r\n // Upload the eye vector\r\n let cameraPos = vec3.fromValues(camera.position.x, camera.position.y, camera.position.z);\r\n //console.log(cameraPos);\r\n gl.uniform3fv(this._progCopy.u_eyePos, cameraPos);\r\n\r\n // Draw the scene. This function takes the shader program so that the model's textures can be bound to the right inputs\r\n scene.draw(this._progCopy);\r\n \r\n // Update the buffer used to populate the texture packed with light data\r\n for (let i = 0; i < NUM_LIGHTS; ++i) {\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 0] = scene.lights[i].position[0];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 1] = scene.lights[i].position[1];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 2] = scene.lights[i].position[2];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 0) + 3] = scene.lights[i].radius;\r\n\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 0] = scene.lights[i].color[0];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 1] = scene.lights[i].color[1];\r\n this._lightTexture.buffer[this._lightTexture.bufferIndex(i, 1) + 2] = scene.lights[i].color[2];\r\n }\r\n // Update the light texture\r\n this._lightTexture.update();\r\n\r\n // Update the clusters for the frame\r\n this.updateClusters(camera, this._viewMatrix, scene);\r\n\r\n // Bind the default null framebuffer which is the screen\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n\r\n // Clear the frame\r\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\r\n\r\n // Use this shader program\r\n gl.useProgram(this._progShade.glShaderProgram);\r\n\r\n // TODO: Bind any other shader inputs\r\n\r\n // Bind g-buffers\r\n gl.activeTexture(gl.TEXTURE2);\r\n gl.bindTexture(gl.TEXTURE_2D, this._lightTexture.glTexture);\r\n gl.uniform1i(this._progShade.u_lightbuffer, 2);\r\n\r\n // Set the cluster texture as a uniform input to the shader\r\n gl.activeTexture(gl.TEXTURE3);\r\n gl.bindTexture(gl.TEXTURE_2D, this._clusterTexture.glTexture);\r\n gl.uniform1i(this._progShade.u_clusterbuffer, 3);\r\n\r\n\r\n // Upload the view matrix\r\n gl.uniformMatrix4fv(this._progShade.u_viewMatrix, false, this._viewMatrix);\r\n\r\n\r\n // Upload inverse transpose of view matrix\r\n gl.uniformMatrix3fv(this._progCopy.u_inverseTranspose, false, mat3.transpose(mat3.create(), mat3.invert(mat3.create(), mat3.fromMat4(mat3.create(), this._viewMatrix))));\r\n\r\n\r\n // Upload the far clip, nearClip, nearWidth, nearHeight, farWidth, farHeight, x slices, y slices, z slices\r\n gl.uniform1f(this._progShade.u_farClip, camera.far);\r\n gl.uniform1f(this._progShade.u_nearClip, camera.near);\r\n gl.uniform1f(this._progShade.u_nearWidth, this.nearWidth);\r\n gl.uniform1f(this._progShade.u_nearHeight, this.nearHeight);\r\n gl.uniform1f(this._progShade.u_farWidth, this.farWidth);\r\n gl.uniform1f(this._progShade.u_farHeight, this.farHeight);\r\n gl.uniform1f(this._progShade.u_xSlices, this._xSlices);\r\n gl.uniform1f(this._progShade.u_ySlices, this._ySlices);\r\n gl.uniform1f(this._progShade.u_zSlices, this._zSlices);\r\n\r\n\r\n\r\n const firstGBufferBinding = 4; // You may have to change this if you use other texture slots\r\n for (let i = 0; i < NUM_GBUFFERS; i++) {\r\n gl.activeTexture(gl[`TEXTURE${i + firstGBufferBinding}`]);\r\n gl.bindTexture(gl.TEXTURE_2D, this._gbuffers[i]);\r\n gl.uniform1i(this._progShade[`u_gbuffers[${i}]`], i + firstGBufferBinding);\r\n }\r\n\r\n renderFullscreenQuad(this._progShade);\r\n }\r\n};\r\n\n\n\n// WEBPACK FOOTER //\n// ./src/renderers/clustered.js","module.exports = \"#version 100\\r\\nprecision highp float;\\r\\n\\r\\nuniform mat4 u_viewProjectionMatrix;\\r\\nuniform mat4 u_viewMatrix;\\r\\nuniform mat4 u_inverseTranspose;\\r\\n\\r\\nattribute vec3 a_position;\\r\\nattribute vec3 a_normal;\\r\\nattribute vec2 a_uv;\\r\\n\\r\\nvarying vec3 v_position;\\r\\nvarying vec3 v_normal;\\r\\nvarying vec2 v_uv;\\r\\nvarying vec3 v_viewPosition;\\r\\n\\r\\nvoid main() {\\r\\n gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0);\\r\\n v_position = a_position;\\r\\n v_normal = a_normal;\\r\\n v_uv = a_uv;\\r\\n v_viewPosition = vec3(u_viewMatrix * vec4(a_position, 1.0)); \\r\\n}\"\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/shaders/deferredToTexture.vert.glsl\n// module id = 33\n// module chunks = 0","module.exports = \"#version 100\\r\\n#extension GL_EXT_draw_buffers: enable\\r\\nprecision highp float;\\r\\n\\r\\nuniform sampler2D u_colmap;\\r\\nuniform sampler2D u_normap;\\r\\n\\r\\nuniform mat4 u_viewMatrix;\\r\\n\\r\\n\\r\\nvarying vec3 v_position;\\r\\nvarying vec3 v_normal;\\r\\nvarying vec2 v_uv;\\r\\nvarying vec3 v_viewPosition;\\r\\n\\r\\n\\r\\nvec3 applyNormalMap(vec3 geomnor, vec3 normap) {\\r\\n normap = normap * 2.0 - 1.0;\\r\\n vec3 up = normalize(vec3(0.001, 1, 0.001));\\r\\n vec3 surftan = normalize(cross(geomnor, up));\\r\\n vec3 surfbinor = cross(geomnor, surftan);\\r\\n return normap.y * surftan + normap.x * surfbinor + normap.z * geomnor;\\r\\n}\\r\\n\\r\\nvoid main() {\\r\\n vec3 norm = applyNormalMap(v_normal, vec3(texture2D(u_normap, v_uv)));\\r\\n vec3 col = vec3(texture2D(u_colmap, v_uv));\\r\\n\\r\\n // TODO: populate your g buffer\\r\\n gl_FragData[0] = vec4(norm, v_viewPosition.x);\\r\\n gl_FragData[1] = vec4(col, v_viewPosition.y);\\r\\n gl_FragData[2] = vec4(v_position, v_viewPosition.z);\\r\\n}\"\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/shaders/deferredToTexture.frag.glsl\n// module id = 34\n// module chunks = 0","export default function(params) {\r\n return `\r\n #version 100\r\n precision highp float;\r\n \r\n uniform sampler2D u_gbuffers[${params.numGBuffers}];\r\n\r\n uniform float u_farClip;\r\n uniform float u_nearClip;\r\n uniform float u_nearWidth;\r\n uniform float u_nearHeight;\r\n uniform float u_farWidth;\r\n uniform float u_farHeight;\r\n uniform float u_xSlices;\r\n uniform float u_ySlices;\r\n uniform float u_zSlices;\r\n uniform mat4 u_viewMatrix;\r\n\r\n uniform sampler2D u_lightbuffer;\r\n uniform sampler2D u_clusterbuffer;\r\n\r\n uniform vec3 u_eyePos;\r\n \r\n varying vec2 v_uv;\r\n\r\n struct Light {\r\n vec3 position;\r\n float radius;\r\n vec3 color;\r\n };\r\n\r\n float ExtractFloat(sampler2D texture, int textureWidth, int textureHeight, int index, int component) {\r\n float u = float(index + 1) / float(textureWidth + 1);\r\n int pixel = component / 4;\r\n float v = float(pixel + 1) / float(textureHeight + 1);\r\n vec4 texel = texture2D(texture, vec2(u, v));\r\n int pixelComponent = component - pixel * 4;\r\n if (pixelComponent == 0) {\r\n return texel[0];\r\n } else if (pixelComponent == 1) {\r\n return texel[1];\r\n } else if (pixelComponent == 2) {\r\n return texel[2];\r\n } else if (pixelComponent == 3) {\r\n return texel[3];\r\n }\r\n }\r\n\r\n Light UnpackLight(int index) {\r\n Light light;\r\n float u = float(index + 1) / float(${params.numLights + 1});\r\n vec4 v1 = texture2D(u_lightbuffer, vec2(u, 0.3));\r\n vec4 v2 = texture2D(u_lightbuffer, vec2(u, 0.6));\r\n light.position = v1.xyz;\r\n\r\n // LOOK: This extracts the 4th float (radius) of the (index)th light in the buffer\r\n // Note that this is just an example implementation to extract one float.\r\n // There are more efficient ways if you need adjacent values\r\n light.radius = ExtractFloat(u_lightbuffer, ${params.numLights}, 2, index, 3);\r\n\r\n light.color = v2.rgb;\r\n return light;\r\n }\r\n\r\n // Cubic approximation of gaussian curve so we falloff to exactly 0 at the light radius\r\n float cubicGaussian(float h) {\r\n if (h < 1.0) {\r\n return 0.25 * pow(2.0 - h, 3.0) - pow(1.0 - h, 3.0);\r\n } else if (h < 2.0) {\r\n return 0.25 * pow(2.0 - h, 3.0);\r\n } else {\r\n return 0.0;\r\n }\r\n }\r\n \r\n void main() {\r\n // TODO: extract data from g buffers and do lighting\r\n vec4 gb0 = texture2D(u_gbuffers[0], v_uv);\r\n vec4 gb1 = texture2D(u_gbuffers[1], v_uv);\r\n vec4 gb2 = texture2D(u_gbuffers[2], v_uv);\r\n\r\n vec3 normal = vec3(gb0);\r\n vec3 albedo = vec3(gb1);\r\n vec3 v_position = vec3(gb2);\r\n vec3 v_viewPosition = vec3(gb0[3], gb1[3], gb2[3]);\r\n\r\n vec3 fragColor = vec3(0.0);\r\n\r\n float proportion = ( (abs(v_viewPosition.z) - u_nearClip)/(1.0 * u_farClip - u_nearClip) );\r\n float sliceWidth = u_nearWidth + (u_farWidth - u_nearWidth) * proportion;\r\n float sliceHeight = u_nearHeight + (u_farHeight - u_nearHeight) * proportion;\r\n\r\n int cellX = int((v_viewPosition.x + 0.5 * sliceWidth) / (sliceWidth / u_xSlices));\r\n int cellY = int((v_viewPosition.y + 0.5 * sliceHeight) / (sliceHeight / u_ySlices));\r\n int cellZ = int((abs(v_viewPosition.z) - u_nearClip) / ((u_farClip - u_nearClip) / u_zSlices));\r\n\r\n \r\n // 2. Find out the number of lights and their indices\r\n int index = cellX + cellY * int(u_xSlices) + cellZ * int(u_xSlices * u_ySlices);\r\n \r\n int numLights = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, 0));\r\n \r\n\r\n for(int lightIndex = 1; lightIndex < ${params.clusterTextureHeight} * 4 - 1; ++lightIndex)\r\n {\r\n if(lightIndex > numLights) {\r\n break;\r\n }\r\n \r\n int lightId = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, lightIndex));\r\n \r\n Light light = UnpackLight(lightId);\r\n\r\n vec3 lightDir = normalize(light.position - u_eyePos);\r\n vec3 viewDir = normalize(u_eyePos - v_position);\r\n vec3 halfwayDir = normalize(lightDir + viewDir);\r\n\r\n \r\n float spec = pow(max(dot(normal, halfwayDir), 0.0), 2.0);\r\n vec3 specular = light.color * spec * 0.01;\r\n\r\n float lightDistance = distance(light.position, v_position);\r\n vec3 L = (light.position - v_position) / lightDistance;\r\n\r\n float lightIntensity = cubicGaussian(2.0 * lightDistance / light.radius);\r\n float lambertTerm = max(dot(L, normal), 0.0);\r\n\r\n fragColor += albedo * lambertTerm * vec3(lightIntensity) * light.color + specular;\r\n //fragColor += vec3(spec, spec, spec);\r\n }\r\n \r\n const vec3 ambientLight = vec3(0.025);\r\n fragColor += albedo * ambientLight;\r\n\r\n gl_FragColor = vec4(fragColor, 1.0);\r\n \r\n }\r\n `;\r\n}\n\n\n// WEBPACK FOOTER //\n// ./src/shaders/deferred.frag.glsl.js"],"sourceRoot":""} \ No newline at end of file diff --git a/deferred.JPG b/deferred.JPG new file mode 100644 index 0000000..8df6287 Binary files /dev/null and b/deferred.JPG differ diff --git a/demo.gif b/demo.gif new file mode 100644 index 0000000..4f07318 Binary files /dev/null and b/demo.gif differ diff --git a/forwardplus.JPG b/forwardplus.JPG new file mode 100644 index 0000000..c9ddcfa Binary files /dev/null and b/forwardplus.JPG differ diff --git a/frustrumimage.png 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"camelcase": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/camelcase/-/camelcase-4.1.0.tgz", + "integrity": "sha1-1UVjW+HjPFQmScaRc+Xeas+uNN0=", + "dev": true + } + } + } + } +} diff --git a/package.json b/package.json index 8b772fd..8d67ba7 100755 --- a/package.json +++ b/package.json @@ -5,8 +5,10 @@ "build": "webpack --env.production" }, "dependencies": { + "webpack-sources": "1.0.1", "dat.gui": "^0.7.3", "gl-matrix": "^2.4.0", + "gpu.js": "^1.8.1", "spectorjs": "^0.9.0", "stats-js": "^1.0.0-alpha1", "three": "^0.87.1", diff --git a/position.JPG b/position.JPG new file mode 100644 index 0000000..c8a57a3 Binary files /dev/null and b/position.JPG differ diff --git a/src/init.js b/src/init.js index 885240b..a7b88c5 100755 --- a/src/init.js +++ b/src/init.js @@ -19,7 +19,7 @@ export const canvas = document.getElementById('canvas'); // Initialize the WebGL context const glContext = canvas.getContext('webgl'); - + // Get a debug context export const gl = DEBUG ? WebGLDebug.makeDebugContext(glContext, (err, funcName, args) => { abort(WebGLDebug.glEnumToString(err) + ' was caused by call to: ' + funcName); diff --git a/src/main.js b/src/main.js index 0438a6d..f359cd0 100755 --- a/src/main.js +++ b/src/main.js @@ -9,7 +9,7 @@ const FORWARD_PLUS = 'Forward+'; const CLUSTERED = 'Clustered'; const params = { - renderer: FORWARD_PLUS, + renderer: CLUSTERED, _renderer: null, }; diff --git a/src/renderers/base.js b/src/renderers/base.js index 8a975b9..f9e15c0 100755 --- a/src/renderers/base.js +++ b/src/renderers/base.js @@ -1,7 +1,10 @@ import TextureBuffer from './textureBuffer'; +import { vec3, vec4 } from "gl-matrix" + export const MAX_LIGHTS_PER_CLUSTER = 100; + export default class BaseRenderer { constructor(xSlices, ySlices, zSlices) { // Create a texture to store cluster data. Each cluster stores the number of lights followed by the light indices @@ -9,22 +12,93 @@ export default class BaseRenderer { this._xSlices = xSlices; this._ySlices = ySlices; this._zSlices = zSlices; - } + this.nearWidth = 0; + this.nearHeight = 0; + this.farWidth = 0; + this.farHeight = 0; + } + updateClusters(camera, viewMatrix, scene) { // TODO: Update the cluster texture with the count and indices of the lights in each cluster // This will take some time. The math is nontrivial... + let ta = Math.tan(camera.fov * 0.5 * (Math.PI / 180.0)); + let tb = camera.aspect * ta; + + this.nearHeight = 2.0 * ta * camera.near; + this.nearWidth = 2.0 * tb * camera.near; + + this.farHeight = 2.0 * ta * camera.far; + this.farWidth = 2.0 * tb * camera.far; + for (let z = 0; z < this._zSlices; ++z) { for (let y = 0; y < this._ySlices; ++y) { for (let x = 0; x < this._xSlices; ++x) { - let i = x + y * this._xSlices + z * this._xSlices * this._ySlices; // Reset the light count to 0 for every cluster + let i = x + y * this._xSlices + z * this._xSlices * this._ySlices; this._clusterTexture.buffer[this._clusterTexture.bufferIndex(i, 0)] = 0; } } } + for(let lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) { + let bounds = this.getBounds(scene, lightIndex, camera.near, this.nearWidth, this.nearHeight, camera.far, this.farWidth, this.farHeight, viewMatrix); + + for(let x = bounds.left; x <= bounds.right; x++) { + for(let y = bounds.bottom; y <= bounds.top; y++) { + for(let z = bounds.close; z <= bounds.far; z++) { + let i = x + y * this._xSlices + z * this._xSlices * this._ySlices; + let countIndex = this._clusterTexture.bufferIndex(i, 0); + let c = this._clusterTexture.buffer[countIndex] + 1; + if (c < MAX_LIGHTS_PER_CLUSTER) + { + this._clusterTexture.buffer[countIndex] = c; + let nextLightIndex = this._clusterTexture.bufferIndex(i, Math.floor(c / 4)) + (c % 4); + this._clusterTexture.buffer[nextLightIndex] = lightIndex; + } + } + } + } + } + this._clusterTexture.update(); } + + getBounds(scene, lightIndex, nearClip, nearWidth, nearHeight, farClip, farWidth, farHeight, viewMatrix) { + let bounds = { 'left': 0, 'right': 0, 'top': 0, 'bottom': 0, 'close': 0, 'far': 0 }; + + let lightPositionArray = scene.lights[lightIndex].position; + let lightPosVec4 = vec4.fromValues(lightPositionArray[0], lightPositionArray[1], lightPositionArray[2], 1); + vec4.transformMat4(lightPosVec4, lightPosVec4, viewMatrix); + + let lightPos = vec3.fromValues(lightPosVec4[0], lightPosVec4[1], lightPosVec4[2]); + let lightRadius = scene.lights[lightIndex].radius; + + let proportion = ( (Math.abs(lightPos[2]) - 1.0 * nearClip)/(1.0 * farClip - 1.0 * nearClip) ); + + // Get the bounds of the slice of the frustrum that this light lies in + let sliceWidth = nearWidth * (1-proportion) + farWidth * proportion; + let sliceHeight = nearHeight * (1-proportion) + farHeight * proportion; + + bounds.left = Math.floor((lightPos[0] - lightRadius + 0.5 * sliceWidth) / (sliceWidth / this._xSlices)); + bounds.right = Math.floor((lightPos[0] + lightRadius + 0.5 * sliceWidth) / (sliceWidth / this._xSlices)); + + bounds.bottom = Math.floor((lightPos[1] - lightRadius + 0.5 * sliceHeight) / (sliceHeight / this._ySlices)); + bounds.top = Math.floor((lightPos[1] + lightRadius + 0.5 * sliceHeight) / (sliceHeight / this._ySlices)); + + bounds.close = Math.floor((Math.abs(lightPos[2]) - lightRadius - nearClip) / ((farClip - nearClip) / this._zSlices)); + bounds.far = Math.floor((Math.abs(lightPos[2]) + lightRadius - nearClip) / ((farClip - nearClip) / this._zSlices)); + + bounds.left = Math.max(0, Math.min(this._xSlices - 1, bounds.left)); + bounds.right = Math.max(0, Math.min(this._xSlices - 1, bounds.right)); + + bounds.bottom = Math.max(0, Math.min(this._ySlices - 1, bounds.bottom)); + bounds.top = Math.max(0, Math.min(this._ySlices - 1, bounds.top)); + + bounds.close = Math.max(0, Math.min(this._zSlices - 1, bounds.close)); + bounds.far = Math.max(0, Math.min(this._zSlices - 1, bounds.far)); + + return bounds; + } } \ No newline at end of file diff --git a/src/renderers/clustered.js b/src/renderers/clustered.js index 46b8278..cf015da 100755 --- a/src/renderers/clustered.js +++ b/src/renderers/clustered.js @@ -1,5 +1,5 @@ import { gl, WEBGL_draw_buffers, canvas } from '../init'; -import { mat4, vec4 } from 'gl-matrix'; +import { mat4, mat3, vec4, vec3 } from 'gl-matrix'; import { loadShaderProgram, renderFullscreenQuad } from '../utils'; import { NUM_LIGHTS } from '../scene'; import toTextureVert from '../shaders/deferredToTexture.vert.glsl'; @@ -9,7 +9,7 @@ import fsSource from '../shaders/deferred.frag.glsl.js'; import TextureBuffer from './textureBuffer'; import BaseRenderer from './base'; -export const NUM_GBUFFERS = 4; +export const NUM_GBUFFERS = 3; export default class ClusteredRenderer extends BaseRenderer { constructor(xSlices, ySlices, zSlices) { @@ -28,8 +28,10 @@ export default class ClusteredRenderer extends BaseRenderer { this._progShade = loadShaderProgram(QuadVertSource, fsSource({ numLights: NUM_LIGHTS, numGBuffers: NUM_GBUFFERS, + clusterTextureWidth: this._clusterTexture._elementCount, clusterTextureHeight: this._clusterTexture._pixelsPerElement + }), { - uniforms: ['u_gbuffers[0]', 'u_gbuffers[1]', 'u_gbuffers[2]', 'u_gbuffers[3]'], + uniforms: ['u_gbuffers[0]', 'u_gbuffers[1]', 'u_gbuffers[2]', 'u_gbuffers[3]', 'u_lightbuffer', 'u_clusterbuffer', 'u_lightbuffer', 'u_clusterbuffer', 'u_farClip', 'u_nearClip', 'u_nearWidth', 'u_nearHeight', 'u_farWidth', 'u_farHeight', 'u_xSlices', 'u_ySlices', 'u_zSlices', 'u_viewMatrix', 'u_eyePos'], attribs: ['a_uv'], }); @@ -124,6 +126,11 @@ export default class ClusteredRenderer extends BaseRenderer { // Upload the camera matrix gl.uniformMatrix4fv(this._progCopy.u_viewProjectionMatrix, false, this._viewProjectionMatrix); + // Upload the eye vector + let cameraPos = vec3.fromValues(camera.position.x, camera.position.y, camera.position.z); + //console.log(cameraPos); + gl.uniform3fv(this._progCopy.u_eyePos, cameraPos); + // Draw the scene. This function takes the shader program so that the model's textures can be bound to the right inputs scene.draw(this._progCopy); @@ -156,7 +163,38 @@ export default class ClusteredRenderer extends BaseRenderer { // TODO: Bind any other shader inputs // Bind g-buffers - const firstGBufferBinding = 0; // You may have to change this if you use other texture slots + gl.activeTexture(gl.TEXTURE2); + gl.bindTexture(gl.TEXTURE_2D, this._lightTexture.glTexture); + gl.uniform1i(this._progShade.u_lightbuffer, 2); + + // Set the cluster texture as a uniform input to the shader + gl.activeTexture(gl.TEXTURE3); + gl.bindTexture(gl.TEXTURE_2D, this._clusterTexture.glTexture); + gl.uniform1i(this._progShade.u_clusterbuffer, 3); + + + // Upload the view matrix + gl.uniformMatrix4fv(this._progShade.u_viewMatrix, false, this._viewMatrix); + + + // Upload inverse transpose of view matrix + gl.uniformMatrix3fv(this._progCopy.u_inverseTranspose, false, mat3.transpose(mat3.create(), mat3.invert(mat3.create(), mat3.fromMat4(mat3.create(), this._viewMatrix)))); + + + // Upload the far clip, nearClip, nearWidth, nearHeight, farWidth, farHeight, x slices, y slices, z slices + gl.uniform1f(this._progShade.u_farClip, camera.far); + gl.uniform1f(this._progShade.u_nearClip, camera.near); + gl.uniform1f(this._progShade.u_nearWidth, this.nearWidth); + gl.uniform1f(this._progShade.u_nearHeight, this.nearHeight); + gl.uniform1f(this._progShade.u_farWidth, this.farWidth); + gl.uniform1f(this._progShade.u_farHeight, this.farHeight); + gl.uniform1f(this._progShade.u_xSlices, this._xSlices); + gl.uniform1f(this._progShade.u_ySlices, this._ySlices); + gl.uniform1f(this._progShade.u_zSlices, this._zSlices); + + + + const firstGBufferBinding = 4; // You may have to change this if you use other texture slots for (let i = 0; i < NUM_GBUFFERS; i++) { gl.activeTexture(gl[`TEXTURE${i + firstGBufferBinding}`]); gl.bindTexture(gl.TEXTURE_2D, this._gbuffers[i]); diff --git a/src/renderers/forwardPlus.js b/src/renderers/forwardPlus.js index a02649c..5dc6bbe 100755 --- a/src/renderers/forwardPlus.js +++ b/src/renderers/forwardPlus.js @@ -15,9 +15,9 @@ export default class ForwardPlusRenderer extends BaseRenderer { this._lightTexture = new TextureBuffer(NUM_LIGHTS, 8); this._shaderProgram = loadShaderProgram(vsSource, fsSource({ - numLights: NUM_LIGHTS, + numLights: NUM_LIGHTS, clusterTextureWidth: this._clusterTexture._elementCount, clusterTextureHeight: this._clusterTexture._pixelsPerElement }), { - uniforms: ['u_viewProjectionMatrix', 'u_colmap', 'u_normap', 'u_lightbuffer', 'u_clusterbuffer'], + uniforms: ['u_viewProjectionMatrix', 'u_viewMatrix', 'u_colmap', 'u_normap', 'u_lightbuffer', 'u_clusterbuffer', 'u_farClip', 'u_nearClip', 'u_nearWidth', 'u_nearHeight', 'u_farWidth', 'u_farHeight', 'u_xSlices', 'u_ySlices', 'u_zSlices'], attribs: ['a_position', 'a_normal', 'a_uv'], }); @@ -65,6 +65,20 @@ export default class ForwardPlusRenderer extends BaseRenderer { // Upload the camera matrix gl.uniformMatrix4fv(this._shaderProgram.u_viewProjectionMatrix, false, this._viewProjectionMatrix); + // Upload the view matrix + gl.uniformMatrix4fv(this._shaderProgram.u_viewMatrix, false, this._viewMatrix); + + // Upload the far clip, nearClip, nearWidth, nearHeight, farWidth, farHeight, x slices, y slices, z slices + gl.uniform1f(this._shaderProgram.u_farClip, camera.far); + gl.uniform1f(this._shaderProgram.u_nearClip, camera.near); + gl.uniform1f(this._shaderProgram.u_nearWidth, this.nearWidth); + gl.uniform1f(this._shaderProgram.u_nearHeight, this.nearHeight); + gl.uniform1f(this._shaderProgram.u_farWidth, this.farWidth); + gl.uniform1f(this._shaderProgram.u_farHeight, this.farHeight); + gl.uniform1f(this._shaderProgram.u_xSlices, this._xSlices); + gl.uniform1f(this._shaderProgram.u_ySlices, this._ySlices); + gl.uniform1f(this._shaderProgram.u_zSlices, this._zSlices); + // Set the light texture as a uniform input to the shader gl.activeTexture(gl.TEXTURE2); gl.bindTexture(gl.TEXTURE_2D, this._lightTexture.glTexture); diff --git a/src/shaders/deferred.frag.glsl.js b/src/shaders/deferred.frag.glsl.js index 50f1e75..115aefe 100644 --- a/src/shaders/deferred.frag.glsl.js +++ b/src/shaders/deferred.frag.glsl.js @@ -4,17 +4,136 @@ export default function(params) { precision highp float; uniform sampler2D u_gbuffers[${params.numGBuffers}]; + + uniform float u_farClip; + uniform float u_nearClip; + uniform float u_nearWidth; + uniform float u_nearHeight; + uniform float u_farWidth; + uniform float u_farHeight; + uniform float u_xSlices; + uniform float u_ySlices; + uniform float u_zSlices; + uniform mat4 u_viewMatrix; + + uniform sampler2D u_lightbuffer; + uniform sampler2D u_clusterbuffer; + + uniform vec3 u_eyePos; varying vec2 v_uv; + + struct Light { + vec3 position; + float radius; + vec3 color; + }; + + float ExtractFloat(sampler2D texture, int textureWidth, int textureHeight, int index, int component) { + float u = float(index + 1) / float(textureWidth + 1); + int pixel = component / 4; + float v = float(pixel + 1) / float(textureHeight + 1); + vec4 texel = texture2D(texture, vec2(u, v)); + int pixelComponent = component - pixel * 4; + if (pixelComponent == 0) { + return texel[0]; + } else if (pixelComponent == 1) { + return texel[1]; + } else if (pixelComponent == 2) { + return texel[2]; + } else if (pixelComponent == 3) { + return texel[3]; + } + } + + Light UnpackLight(int index) { + Light light; + float u = float(index + 1) / float(${params.numLights + 1}); + vec4 v1 = texture2D(u_lightbuffer, vec2(u, 0.3)); + vec4 v2 = texture2D(u_lightbuffer, vec2(u, 0.6)); + light.position = v1.xyz; + + // LOOK: This extracts the 4th float (radius) of the (index)th light in the buffer + // Note that this is just an example implementation to extract one float. + // There are more efficient ways if you need adjacent values + light.radius = ExtractFloat(u_lightbuffer, ${params.numLights}, 2, index, 3); + + light.color = v2.rgb; + return light; + } + + // Cubic approximation of gaussian curve so we falloff to exactly 0 at the light radius + float cubicGaussian(float h) { + if (h < 1.0) { + return 0.25 * pow(2.0 - h, 3.0) - pow(1.0 - h, 3.0); + } else if (h < 2.0) { + return 0.25 * pow(2.0 - h, 3.0); + } else { + return 0.0; + } + } void main() { // TODO: extract data from g buffers and do lighting - // vec4 gb0 = texture2D(u_gbuffers[0], v_uv); - // vec4 gb1 = texture2D(u_gbuffers[1], v_uv); - // vec4 gb2 = texture2D(u_gbuffers[2], v_uv); - // vec4 gb3 = texture2D(u_gbuffers[3], v_uv); + vec4 gb0 = texture2D(u_gbuffers[0], v_uv); + vec4 gb1 = texture2D(u_gbuffers[1], v_uv); + vec4 gb2 = texture2D(u_gbuffers[2], v_uv); + + vec3 normal = vec3(gb0); + vec3 albedo = vec3(gb1); + vec3 v_position = vec3(gb2); + vec3 v_viewPosition = vec3(gb0[3], gb1[3], gb2[3]); + + vec3 fragColor = vec3(0.0); + + float proportion = ( (abs(v_viewPosition.z) - u_nearClip)/(1.0 * u_farClip - u_nearClip) ); + float sliceWidth = u_nearWidth + (u_farWidth - u_nearWidth) * proportion; + float sliceHeight = u_nearHeight + (u_farHeight - u_nearHeight) * proportion; + + int cellX = int((v_viewPosition.x + 0.5 * sliceWidth) / (sliceWidth / u_xSlices)); + int cellY = int((v_viewPosition.y + 0.5 * sliceHeight) / (sliceHeight / u_ySlices)); + int cellZ = int((abs(v_viewPosition.z) - u_nearClip) / ((u_farClip - u_nearClip) / u_zSlices)); + + + // 2. Find out the number of lights and their indices + int index = cellX + cellY * int(u_xSlices) + cellZ * int(u_xSlices * u_ySlices); + + int numLights = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, 0)); + + + for(int lightIndex = 1; lightIndex < ${params.clusterTextureHeight} * 4 - 1; ++lightIndex) + { + if(lightIndex > numLights) { + break; + } + + int lightId = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, lightIndex)); + + Light light = UnpackLight(lightId); + + vec3 lightDir = normalize(light.position - u_eyePos); + vec3 viewDir = normalize(u_eyePos - v_position); + vec3 halfwayDir = normalize(lightDir + viewDir); + + + float spec = pow(max(dot(normal, halfwayDir), 0.0), 2.0); + vec3 specular = light.color * spec * 0.01; + + float lightDistance = distance(light.position, v_position); + vec3 L = (light.position - v_position) / lightDistance; + + float lightIntensity = cubicGaussian(2.0 * lightDistance / light.radius); + float lambertTerm = max(dot(L, normal), 0.0); + + fragColor += albedo * lambertTerm * vec3(lightIntensity) * light.color + specular; + //fragColor += vec3(spec, spec, spec); + } + + const vec3 ambientLight = vec3(0.025); + fragColor += albedo * ambientLight; - gl_FragColor = vec4(v_uv, 0.0, 1.0); + gl_FragColor = vec4(fragColor, 1.0); + } `; } \ No newline at end of file diff --git a/src/shaders/deferredToTexture.frag.glsl b/src/shaders/deferredToTexture.frag.glsl index bafc086..d96b1b4 100644 --- a/src/shaders/deferredToTexture.frag.glsl +++ b/src/shaders/deferredToTexture.frag.glsl @@ -5,9 +5,14 @@ precision highp float; uniform sampler2D u_colmap; uniform sampler2D u_normap; +uniform mat4 u_viewMatrix; + + varying vec3 v_position; varying vec3 v_normal; varying vec2 v_uv; +varying vec3 v_viewPosition; + vec3 applyNormalMap(vec3 geomnor, vec3 normap) { normap = normap * 2.0 - 1.0; @@ -22,8 +27,7 @@ void main() { vec3 col = vec3(texture2D(u_colmap, v_uv)); // TODO: populate your g buffer - // gl_FragData[0] = ?? - // gl_FragData[1] = ?? - // gl_FragData[2] = ?? - // gl_FragData[3] = ?? + gl_FragData[0] = vec4(norm, v_viewPosition.x); + gl_FragData[1] = vec4(col, v_viewPosition.y); + gl_FragData[2] = vec4(v_position, v_viewPosition.z); } \ No newline at end of file diff --git a/src/shaders/deferredToTexture.vert.glsl b/src/shaders/deferredToTexture.vert.glsl index 9850c7f..a5ddf4c 100644 --- a/src/shaders/deferredToTexture.vert.glsl +++ b/src/shaders/deferredToTexture.vert.glsl @@ -2,6 +2,8 @@ precision highp float; uniform mat4 u_viewProjectionMatrix; +uniform mat4 u_viewMatrix; +uniform mat4 u_inverseTranspose; attribute vec3 a_position; attribute vec3 a_normal; @@ -10,10 +12,12 @@ attribute vec2 a_uv; varying vec3 v_position; varying vec3 v_normal; varying vec2 v_uv; +varying vec3 v_viewPosition; void main() { gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0); v_position = a_position; v_normal = a_normal; v_uv = a_uv; + v_viewPosition = vec3(u_viewMatrix * vec4(a_position, 1.0)); } \ No newline at end of file diff --git a/src/shaders/forwardPlus.frag.glsl.js b/src/shaders/forwardPlus.frag.glsl.js index 022fda7..f73997c 100644 --- a/src/shaders/forwardPlus.frag.glsl.js +++ b/src/shaders/forwardPlus.frag.glsl.js @@ -9,12 +9,23 @@ export default function(params) { uniform sampler2D u_normap; uniform sampler2D u_lightbuffer; + uniform float u_farClip; + uniform float u_nearClip; + uniform float u_nearWidth; + uniform float u_nearHeight; + uniform float u_farWidth; + uniform float u_farHeight; + uniform float u_xSlices; + uniform float u_ySlices; + uniform float u_zSlices; + // TODO: Read this buffer to determine the lights influencing a cluster uniform sampler2D u_clusterbuffer; varying vec3 v_position; varying vec3 v_normal; varying vec2 v_uv; + varying vec3 v_viewPosition; vec3 applyNormalMap(vec3 geomnor, vec3 normap) { normap = normap * 2.0 - 1.0; @@ -80,9 +91,31 @@ export default function(params) { vec3 normal = applyNormalMap(v_normal, normap); vec3 fragColor = vec3(0.0); - - for (int i = 0; i < ${params.numLights}; ++i) { - Light light = UnpackLight(i); + + // 1. Calculate the Slice index which the fragment is in + float proportion = ( (abs(v_viewPosition.z) - u_nearClip)/(1.0 * u_farClip - u_nearClip) ); + float sliceWidth = u_nearWidth + (u_farWidth - u_nearWidth) * proportion; + float sliceHeight = u_nearHeight + (u_farHeight - u_nearHeight) * proportion; + + int cellX = int((v_viewPosition.x + 0.5 * sliceWidth) / (sliceWidth / u_xSlices)); + int cellY = int((v_viewPosition.y + 0.5 * sliceHeight) / (sliceHeight / u_ySlices)); + int cellZ = int((abs(v_viewPosition.z) - u_nearClip) / ((u_farClip - u_nearClip) / u_zSlices)); + + // 2. Find out the number of lights and their indices + int index = cellX + cellY * int(u_xSlices) + cellZ * int(u_xSlices * u_ySlices); + + int numLights = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, 0)); + + // 3. Iterate through the lights + for(int lightIndex = 1; lightIndex < ${params.clusterTextureHeight} * 4 - 1; ++lightIndex) + { + if(lightIndex > numLights) { + break; + } + + int lightId = int(ExtractFloat(u_clusterbuffer, ${params.clusterTextureWidth}, ${params.clusterTextureHeight}, index, lightIndex)); + + Light light = UnpackLight(lightId); float lightDistance = distance(light.position, v_position); vec3 L = (light.position - v_position) / lightDistance; @@ -91,7 +124,7 @@ export default function(params) { fragColor += albedo * lambertTerm * light.color * vec3(lightIntensity); } - + const vec3 ambientLight = vec3(0.025); fragColor += albedo * ambientLight; diff --git a/src/shaders/forwardPlus.vert.glsl b/src/shaders/forwardPlus.vert.glsl index 9850c7f..365531d 100644 --- a/src/shaders/forwardPlus.vert.glsl +++ b/src/shaders/forwardPlus.vert.glsl @@ -2,6 +2,7 @@ precision highp float; uniform mat4 u_viewProjectionMatrix; +uniform mat4 u_viewMatrix; attribute vec3 a_position; attribute vec3 a_normal; @@ -10,10 +11,12 @@ attribute vec2 a_uv; varying vec3 v_position; varying vec3 v_normal; varying vec2 v_uv; +varying vec3 v_viewPosition; void main() { gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0); v_position = a_position; v_normal = a_normal; v_uv = a_uv; + v_viewPosition = vec3(u_viewMatrix * vec4(a_position, 1.0)); } \ No newline at end of file diff --git a/src/utils.js b/src/utils.js index 5cc3bec..eece17e 100644 --- a/src/utils.js +++ b/src/utils.js @@ -97,4 +97,4 @@ export function renderFullscreenQuad(program) { // Unbind the array buffer. gl.bindBuffer(gl.ARRAY_BUFFER, null); -} \ No newline at end of file +}