@hellpig/anarchy-engine 21.4.1 → 22.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +4 -3
- package/README.md +9 -0
- package/dist/Abstract/Entities/AbstractEntity.js +1 -1
- package/dist/Abstract/Entities/AbstractEntity.js.map +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js.map +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js.map +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js.map +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js.map +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js.map +1 -1
- package/dist/Actor/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js.map +1 -1
- package/dist/Actor/Entities/Actor/Actor.js +1 -1
- package/dist/Actor/Entities/Actor/Actor.js.map +1 -1
- package/dist/Actor/Factories/ActorFactory.js +1 -1
- package/dist/Actor/Factories/ActorFactory.js.map +1 -1
- package/dist/Actor/Mixins/WithActorStates.js +1 -1
- package/dist/Actor/Mixins/WithActorStates.js.map +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js.map +1 -1
- package/dist/Actor/Utils/ActorUtils.js +1 -1
- package/dist/Actor/Utils/ActorUtils.js.map +1 -1
- package/dist/Actor/index.d.ts +1 -0
- package/dist/Animations/Adapters/EntityToConfig.js +1 -1
- package/dist/Animations/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js.map +1 -1
- package/dist/Animations/Services/AnimationsService.js +1 -1
- package/dist/Animations/Services/AnimationsService.js.map +1 -1
- package/dist/Animations/Utils/SerializationUtils.js +1 -1
- package/dist/Animations/Utils/SerializationUtils.js.map +1 -1
- package/dist/Audio/Adapters/AudioConfigToParams.d.ts +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js.map +1 -0
- package/dist/Audio/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Audio/Adapters/index.d.ts +1 -1
- package/dist/Audio/Factories/AudioFactory.js +1 -1
- package/dist/Audio/Factories/AudioFactory.js.map +1 -1
- package/dist/Audio/Loader/AudioLoader.js +1 -1
- package/dist/Audio/Loader/AudioLoader.js.map +1 -1
- package/dist/Audio/Services/AudioService.js +1 -1
- package/dist/Audio/Services/AudioService.js.map +1 -1
- package/dist/Audio/Utils/AudioUtils.js +1 -1
- package/dist/Audio/Utils/AudioUtils.js.map +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js.map +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js.map +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js.map +1 -1
- package/dist/Camera/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Camera/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Camera/Adapters/index.d.ts +1 -1
- package/dist/Camera/Factories/CameraFactory.js +1 -1
- package/dist/Camera/Factories/CameraFactory.js.map +1 -1
- package/dist/Camera/Services/CameraService.js +1 -1
- package/dist/Camera/Services/CameraService.js.map +1 -1
- package/dist/Camera/Utils/CameraUtils.js +1 -1
- package/dist/Camera/Utils/CameraUtils.js.map +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js.map +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js.map +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js.map +1 -1
- package/dist/Collisions/Services/BvhService.js +1 -1
- package/dist/Collisions/Services/BvhService.js.map +1 -1
- package/dist/Collisions/Services/CollisionsService.js +1 -1
- package/dist/Collisions/Services/CollisionsService.js.map +1 -1
- package/dist/Color/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Color/Adapters/EntityToConfig.js +1 -1
- package/dist/Color/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js.map +1 -1
- package/dist/Controls/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Controls/Factories/ControlsFactory.js +1 -1
- package/dist/Controls/Factories/ControlsFactory.js.map +1 -1
- package/dist/Controls/Utils/ControlsUtils.js +1 -1
- package/dist/Controls/Utils/ControlsUtils.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/index.d.ts +1 -0
- package/dist/EnvMap/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js.map +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js.map +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js.map +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js.map +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js.map +1 -1
- package/dist/EnvMap/Services/EnvMapService.js +1 -1
- package/dist/EnvMap/Services/EnvMapService.js.map +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js.map +1 -1
- package/dist/EnvMap/index.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fog/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fog/Factories/FogFactory.js +1 -1
- package/dist/Fog/Factories/FogFactory.js.map +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js.map +1 -1
- package/dist/Fog/index.d.ts +1 -0
- package/dist/Fsm/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fsm/Entities/FsmSource.js +1 -1
- package/dist/Fsm/Entities/FsmSource.js.map +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js.map +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js.map +1 -1
- package/dist/Fsm/Services/FsmService.js +1 -1
- package/dist/Fsm/Services/FsmService.js.map +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js.map +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js.map +1 -1
- package/dist/Global/Utils/ContainerUtils.js +1 -1
- package/dist/Global/Utils/ContainerUtils.js.map +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js.map +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js.map +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js.map +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js.map +1 -1
- package/dist/Intersections/index.d.ts +1 -1
- package/dist/Keyboard/Services/KeyboardService.js +1 -1
- package/dist/Keyboard/Services/KeyboardService.js.map +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js.map +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js.map +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Kinematic/Adapters/index.d.ts +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js.map +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js.map +1 -1
- package/dist/Light/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Light/Adapters/ConfigToParams.js +1 -1
- package/dist/Light/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Light/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Light/Adapters/EntityToConfig.js +1 -1
- package/dist/Light/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Light/Factories/LightFactory.js +1 -1
- package/dist/Light/Factories/LightFactory.js.map +1 -1
- package/dist/Light/Utils/Utils.js +1 -1
- package/dist/Light/Utils/Utils.js.map +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js.map +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js.map +1 -1
- package/dist/Light/index.d.ts +1 -0
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js +1 -1
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js.map +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js.map +1 -1
- package/dist/Loop/Entities/Loop.js +1 -1
- package/dist/Loop/Entities/Loop.js.map +1 -1
- package/dist/Material/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Material/Adapters/ConfigToParams.js +1 -1
- package/dist/Material/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Material/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Material/Adapters/EntityToConfig.js +1 -1
- package/dist/Material/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js.map +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js.map +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js.map +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js.map +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js.map +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js.map +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js.map +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js.map +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js.map +1 -1
- package/dist/Material/Constants/Side/SideMap.js +1 -1
- package/dist/Material/Constants/Side/SideMap.js.map +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js.map +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js.map +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js.map +1 -1
- package/dist/Material/Factories/MaterialFactory.js +1 -1
- package/dist/Material/Factories/MaterialFactory.js.map +1 -1
- package/dist/Material/Mixins/WithMaterial.js +1 -1
- package/dist/Material/Mixins/WithMaterial.js.map +1 -1
- package/dist/Material/Utils/MaterialUtils.js +1 -1
- package/dist/Material/Utils/MaterialUtils.js.map +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js.map +1 -1
- package/dist/Material/index.d.ts +1 -0
- package/dist/Math/Utils/AnglesUtils.js +1 -1
- package/dist/Math/Utils/AnglesUtils.js.map +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js.map +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js.map +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js.map +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js.map +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Models3d/Entities/Model3d.js +1 -1
- package/dist/Models3d/Entities/Model3d.js.map +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js.map +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js.map +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js.map +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js.map +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js.map +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js.map +1 -1
- package/dist/Models3d/index.d.ts +1 -1
- package/dist/Mouse/Services/MouseService.js +1 -1
- package/dist/Mouse/Services/MouseService.js.map +1 -1
- package/dist/Mouse/Utils/MouseUtils.js +1 -1
- package/dist/Mouse/Utils/MouseUtils.js.map +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js.map +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js.map +1 -1
- package/dist/Particles/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Particles/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Particles/Factories/ParticlesFactory.js +1 -1
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{"version":3,"file":"CSS2DRenderer.js","sources":["../../../../../../../../../../../../../node_modules/three/examples/jsm/renderers/CSS2DRenderer.js"],"sourcesContent":["import {\n\tMatrix4,\n\tObject3D,\n\tVector2,\n\tVector3\n} from 'three';\n\n/**\n * The only type of 3D object that is supported by {@link CSS2DRenderer}.\n *\n * @augments Object3D\n * @three_import import { CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';\n */\nclass CSS2DObject extends Object3D {\n\n\t/**\n\t * Constructs a new CSS2D object.\n\t *\n\t * @param {HTMLElement} [element] - The DOM element.\n\t */\n\tconstructor( element = document.createElement( 'div' ) ) {\n\n\t\tsuper();\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isCSS2DObject = true;\n\n\t\t/**\n\t\t * The DOM element which defines the appearance of this 3D object.\n\t\t *\n\t\t * @type {HTMLElement}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.element = element;\n\n\t\tthis.element.style.position = 'absolute';\n\t\tthis.element.style.userSelect = 'none';\n\n\t\tthis.element.setAttribute( 'draggable', false );\n\n\t\t/**\n\t\t * The 3D objects center point.\n\t\t * `( 0, 0 )` is the lower left, `( 1, 1 )` is the top right.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (0.5,0.5)\n\t\t */\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t\tthis.addEventListener( 'removed', function () {\n\n\t\t\tthis.traverse( function ( object ) {\n\n\t\t\t\tif (\n\t\t\t\t\tobject.element &&\n\t\t\t\t\tobject.element instanceof object.element.ownerDocument.defaultView.Element &&\n\t\t\t\t\tobject.element.parentNode !== null\n\t\t\t\t) {\n\n\t\t\t\t\tobject.element.remove();\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.element = source.element.cloneNode( true );\n\n\t\tthis.center = source.center;\n\n\t\treturn this;\n\n\t}\n\n}\n\n//\n\nconst _vector = new Vector3();\nconst _viewMatrix = new Matrix4();\nconst _viewProjectionMatrix = new Matrix4();\nconst _a = new Vector3();\nconst _b = new Vector3();\n\n/**\n * This renderer is a simplified version of {@link CSS3DRenderer}. The only transformation that is\n * supported is translation.\n *\n * The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too,\n * the respective DOM elements are wrapped into an instance of {@link CSS2DObject} and added to the\n * scene graph. All other types of renderable 3D objects (like meshes or point clouds) are ignored.\n *\n * `CSS2DRenderer` only supports 100% browser and display zoom.\n *\n * @three_import import { CSS2DRenderer } from 'three/addons/renderers/CSS2DRenderer.js';\n */\nclass CSS2DRenderer {\n\n\t/**\n\t * Constructs a new CSS2D renderer.\n\t *\n\t * @param {CSS2DRenderer~Parameters} [parameters] - The parameters.\n\t */\n\tconstructor( parameters = {} ) {\n\n\t\tconst _this = this;\n\n\t\tlet _width, _height;\n\t\tlet _widthHalf, _heightHalf;\n\n\t\tconst cache = {\n\t\t\tobjects: new WeakMap()\n\t\t};\n\n\t\tconst domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );\n\n\t\tdomElement.style.overflow = 'hidden';\n\n\t\t/**\n\t\t * The DOM where the renderer appends its child-elements.\n\t\t *\n\t\t * @type {HTMLElement}\n\t\t */\n\t\tthis.domElement = domElement;\n\n\t\t/**\n\t\t * Controls whether the renderer assigns `z-index` values to CSS2DObject DOM elements.\n\t\t * If set to `true`, z-index values are assigned first based on the `renderOrder`\n\t\t * and secondly - the distance to the camera. If set to `false`, no z-index values are assigned.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */\n\t\tthis.sortObjects = true;\n\n\t\t/**\n\t\t * Returns an object containing the width and height of the renderer.\n\t\t *\n\t\t * @return {{width:number,height:number}} The size of the renderer.\n\t\t */\n\t\tthis.getSize = function () {\n\n\t\t\treturn {\n\t\t\t\twidth: _width,\n\t\t\t\theight: _height\n\t\t\t};\n\n\t\t};\n\n\t\t/**\n\t\t * Renders the given scene using the given camera.\n\t\t *\n\t\t * @param {Object3D} scene - A scene or any other type of 3D object.\n\t\t * @param {Camera} camera - The camera.\n\t\t */\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\t_viewMatrix.copy( camera.matrixWorldInverse );\n\t\t\t_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );\n\n\t\t\trenderObject( scene, scene, camera );\n\t\t\tif ( this.sortObjects ) zOrder( scene );\n\n\t\t};\n\n\t\t/**\n\t\t * Resizes the renderer to the given width and height.\n\t\t *\n\t\t * @param {number} width - The width of the renderer.\n\t\t * @param {number} height - The height of the renderer.\n\t\t */\n\t\tthis.setSize = function ( width, height ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_widthHalf = _width / 2;\n\t\t\t_heightHalf = _height / 2;\n\n\t\t\tdomElement.style.width = width + 'px';\n\t\t\tdomElement.style.height = height + 'px';\n\n\t\t};\n\n\t\tfunction hideObject( object ) {\n\n\t\t\tif ( object.isCSS2DObject ) object.element.style.display = 'none';\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\thideObject( object.children[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera ) {\n\n\t\t\tif ( object.visible === false ) {\n\n\t\t\t\thideObject( object );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( object.isCSS2DObject ) {\n\n\t\t\t\t_vector.setFromMatrixPosition( object.matrixWorld );\n\t\t\t\t_vector.applyMatrix4( _viewProjectionMatrix );\n\n\t\t\t\tconst visible = ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );\n\n\t\t\t\tconst element = object.element;\n\t\t\t\telement.style.display = visible === true ? '' : 'none';\n\n\t\t\t\tif ( visible === true ) {\n\n\t\t\t\t\tobject.onBeforeRender( _this, scene, camera );\n\n\t\t\t\t\telement.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';\n\n\t\t\t\t\tif ( element.parentNode !== domElement ) {\n\n\t\t\t\t\t\tdomElement.appendChild( element );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject.onAfterRender( _this, scene, camera );\n\n\t\t\t\t}\n\n\t\t\t\tconst objectData = {\n\t\t\t\t\tdistanceToCameraSquared: getDistanceToSquared( camera, object )\n\t\t\t\t};\n\n\t\t\t\tcache.objects.set( object, objectData );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\trenderObject( object.children[ i ], scene, camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getDistanceToSquared( object1, object2 ) {\n\n\t\t\t_a.setFromMatrixPosition( object1.matrixWorld );\n\t\t\t_b.setFromMatrixPosition( object2.matrixWorld );\n\n\t\t\treturn _a.distanceToSquared( _b );\n\n\t\t}\n\n\t\tfunction filterAndFlatten( scene ) {\n\n\t\t\tconst result = [];\n\n\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isCSS2DObject ) result.push( object );\n\n\t\t\t} );\n\n\t\t\treturn result;\n\n\t\t}\n\n\t\tfunction zOrder( scene ) {\n\n\t\t\tconst sorted = filterAndFlatten( scene ).sort( function ( a, b ) {\n\n\t\t\t\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\t\t\t\treturn b.renderOrder - a.renderOrder;\n\n\t\t\t\t}\n\n\t\t\t\tconst distanceA = cache.objects.get( a ).distanceToCameraSquared;\n\t\t\t\tconst distanceB = cache.objects.get( b ).distanceToCameraSquared;\n\n\t\t\t\treturn distanceA - distanceB;\n\n\t\t\t} );\n\n\t\t\tconst zMax = sorted.length;\n\n\t\t\tfor ( let i = 0, l = sorted.length; 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import"../../../build/three.module.js";import{Matrix4,Vector3,Quaternion,Object3D}from"../../../build/three.core.js";const _position=new Vector3,_quaternion=new Quaternion,_scale=new Vector3;class CSS3DObject extends Object3D{constructor(element=document.createElement("div")){super(),this.isCSS3DObject=!0,this.element=element,this.element.style.position="absolute",this.element.style.pointerEvents="auto",this.element.style.userSelect="none",this.element.setAttribute("draggable",!1),this.addEventListener("removed",function(){this.traverse(function(object){object.element&&object.element instanceof object.element.ownerDocument.defaultView.Element&&null!==object.element.parentNode&&object.element.remove()})})}copy(source,recursive){return super.copy(source,recursive),this.element=source.element.cloneNode(!0),this}}const _matrix=new Matrix4,_matrix2=new Matrix4;class CSS3DRenderer{constructor(parameters={}){const _this=this;let _width,_height,_widthHalf,_heightHalf;const cache={camera:{style:""},objects:new WeakMap},domElement=void 0!==parameters.element?parameters.element:document.createElement("div");domElement.style.overflow="hidden",this.domElement=domElement;const viewElement=document.createElement("div");viewElement.style.transformOrigin="0 0",viewElement.style.pointerEvents="none",domElement.appendChild(viewElement);const cameraElement=document.createElement("div");function epsilon(value){return Math.abs(value)<1e-10?0:value}function getCameraCSSMatrix(matrix){const elements=matrix.elements;return"matrix3d("+epsilon(elements[0])+","+epsilon(-elements[1])+","+epsilon(elements[2])+","+epsilon(elements[3])+","+epsilon(elements[4])+","+epsilon(-elements[5])+","+epsilon(elements[6])+","+epsilon(elements[7])+","+epsilon(elements[8])+","+epsilon(-elements[9])+","+epsilon(elements[10])+","+epsilon(elements[11])+","+epsilon(elements[12])+","+epsilon(-elements[13])+","+epsilon(elements[14])+","+epsilon(elements[15])+")"}function getObjectCSSMatrix(matrix){const elements=matrix.elements;return"translate(-50%,-50%)matrix3d("+epsilon(elements[0])+","+epsilon(elements[1])+","+epsilon(elements[2])+","+epsilon(elements[3])+","+epsilon(-elements[4])+","+epsilon(-elements[5])+","+epsilon(-elements[6])+","+epsilon(-elements[7])+","+epsilon(elements[8])+","+epsilon(elements[9])+","+epsilon(elements[10])+","+epsilon(elements[11])+","+epsilon(elements[12])+","+epsilon(elements[13])+","+epsilon(elements[14])+","+epsilon(elements[15])+")"}function hideObject(object){object.isCSS3DObject&&(object.element.style.display="none");for(let i=0,l=object.children.length;i<l;i++)hideObject(object.children[i])}function renderObject(object,scene,camera,cameraCSSMatrix){if(!1!==object.visible){if(object.isCSS3DObject){const visible=!0===object.layers.test(camera.layers),element=object.element;if(element.style.display=!0===visible?"":"none",!0===visible){let style;object.onBeforeRender(_this,scene,camera),object.isCSS3DSprite?(_matrix.copy(camera.matrixWorldInverse),_matrix.transpose(),0!==object.rotation2D&&_matrix.multiply(_matrix2.makeRotationZ(object.rotation2D)),object.matrixWorld.decompose(_position,_quaternion,_scale),_matrix.setPosition(_position),_matrix.scale(_scale),_matrix.elements[3]=0,_matrix.elements[7]=0,_matrix.elements[11]=0,_matrix.elements[15]=1,style=getObjectCSSMatrix(_matrix)):style=getObjectCSSMatrix(object.matrixWorld);const cachedObject=cache.objects.get(object);void 0!==cachedObject&&cachedObject.style===style||(element.style.transform=style,cache.objects.set(object,{style:style})),element.parentNode!==cameraElement&&cameraElement.appendChild(element),object.onAfterRender(_this,scene,camera)}}for(let i=0,l=object.children.length;i<l;i++)renderObject(object.children[i],scene,camera)}else hideObject(object)}cameraElement.style.transformStyle="preserve-3d",viewElement.appendChild(cameraElement),this.getSize=function(){return{width:_width,height:_height}},this.render=function(scene,camera){const fov=camera.projectionMatrix.elements[5]*_heightHalf;let tx,ty;camera.view&&camera.view.enabled?(viewElement.style.transform=`translate( ${_width/camera.view.width*-camera.view.offsetX}px, ${_height/camera.view.height*-camera.view.offsetY}px )`,viewElement.style.transform+=`scale( ${camera.view.fullWidth/camera.view.width}, ${camera.view.fullHeight/camera.view.height} )`):viewElement.style.transform="",!0===scene.matrixWorldAutoUpdate&&scene.updateMatrixWorld(),null===camera.parent&&!0===camera.matrixWorldAutoUpdate&&camera.updateMatrixWorld(),camera.isOrthographicCamera&&(tx=-(camera.right+camera.left)/2,ty=(camera.top+camera.bottom)/2);const scaleByViewOffset=camera.view&&camera.view.enabled?camera.view.height/camera.view.fullHeight:1,cameraCSSMatrix=camera.isOrthographicCamera?`scale( ${scaleByViewOffset} )scale(`+fov+")translate("+epsilon(tx)+"px,"+epsilon(ty)+"px)"+getCameraCSSMatrix(camera.matrixWorldInverse):`scale( ${scaleByViewOffset} )translateZ(`+fov+"px)"+getCameraCSSMatrix(camera.matrixWorldInverse),style=(camera.isPerspectiveCamera?"perspective("+fov+"px) ":"")+cameraCSSMatrix+"translate("+_widthHalf+"px,"+_heightHalf+"px)";cache.camera.style!==style&&(cameraElement.style.transform=style,cache.camera.style=style),renderObject(scene,scene,camera)},this.setSize=function(width,height){_width=width,_height=height,_widthHalf=_width/2,_heightHalf=_height/2,domElement.style.width=width+"px",domElement.style.height=height+"px",viewElement.style.width=width+"px",viewElement.style.height=height+"px",cameraElement.style.width=width+"px",cameraElement.style.height=height+"px"}}}export{CSS3DObject,CSS3DRenderer};
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{"version":3,"file":"CSS3DRenderer.js","sources":["../../../../../../../../../../../../../node_modules/three/examples/jsm/renderers/CSS3DRenderer.js"],"sourcesContent":["import {\n\tMatrix4,\n\tObject3D,\n\tQuaternion,\n\tVector3\n} from 'three';\n\n// Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n\nconst _position = new Vector3();\nconst _quaternion = new Quaternion();\nconst _scale = new Vector3();\n\n/**\n * The base 3D object that is supported by {@link CSS3DRenderer}.\n *\n * @augments Object3D\n * @three_import import { CSS3DObject } from 'three/addons/renderers/CSS3DRenderer.js';\n */\nclass CSS3DObject extends Object3D {\n\n\t/**\n\t * Constructs a new CSS3D object.\n\t *\n\t * @param {HTMLElement} [element] - The DOM element.\n\t */\n\tconstructor( element = document.createElement( 'div' ) ) {\n\n\t\tsuper();\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isCSS3DObject = true;\n\n\t\t/**\n\t\t * The DOM element which defines the appearance of this 3D object.\n\t\t *\n\t\t * @type {HTMLElement}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.element = element;\n\t\tthis.element.style.position = 'absolute';\n\t\tthis.element.style.pointerEvents = 'auto';\n\t\tthis.element.style.userSelect = 'none';\n\n\t\tthis.element.setAttribute( 'draggable', false );\n\n\t\tthis.addEventListener( 'removed', function () {\n\n\t\t\tthis.traverse( function ( object ) {\n\n\t\t\t\tif (\n\t\t\t\t\tobject.element &&\n\t\t\t\t\tobject.element instanceof object.element.ownerDocument.defaultView.Element &&\n\t\t\t\t\tobject.element.parentNode !== null\n\t\t\t\t) {\n\n\t\t\t\t\tobject.element.remove();\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.element = source.element.cloneNode( true );\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * A specialized version of {@link CSS3DObject} that represents\n * DOM elements as sprites.\n *\n * @augments CSS3DObject\n * @three_import import { CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js';\n */\nclass CSS3DSprite extends CSS3DObject {\n\n\t/**\n\t * Constructs a new CSS3D sprite object.\n\t *\n\t * @param {HTMLElement} [element] - The DOM element.\n\t */\n\tconstructor( element ) {\n\n\t\tsuper( element );\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isCSS3DSprite = true;\n\n\t\t/**\n\t\t * The sprite's rotation in radians.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */\n\t\tthis.rotation2D = 0;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.rotation2D = source.rotation2D;\n\n\t\treturn this;\n\n\t}\n\n}\n\n//\n\nconst _matrix = new Matrix4();\nconst _matrix2 = new Matrix4();\n\n/**\n * This renderer can be used to apply hierarchical 3D transformations to DOM elements\n * via the CSS3 [transform](https://www.w3schools.com/cssref/css3_pr_transform.asp) property.\n * `CSS3DRenderer` is particularly interesting if you want to apply 3D effects to a website without\n * canvas based rendering. It can also be used in order to combine DOM elements with WebGLcontent.\n *\n * There are, however, some important limitations:\n *\n * - It's not possible to use the material system of *three.js*.\n * - It's also not possible to use geometries.\n * - The renderer only supports 100% browser and display zoom.\n *\n * So `CSS3DRenderer` is just focused on ordinary DOM elements. These elements are wrapped into special\n * 3D objects ({@link CSS3DObject} or {@link CSS3DSprite}) and then added to the scene graph.\n *\n * @three_import import { CSS3DRenderer } from 'three/addons/renderers/CSS3DRenderer.js';\n */\nclass CSS3DRenderer {\n\n\t/**\n\t * Constructs a new CSS3D renderer.\n\t *\n\t * @param {CSS3DRenderer~Parameters} [parameters] - The parameters.\n\t */\n\tconstructor( parameters = {} ) {\n\n\t\tconst _this = this;\n\n\t\tlet _width, _height;\n\t\tlet _widthHalf, _heightHalf;\n\n\t\tconst cache = {\n\t\t\tcamera: { style: '' },\n\t\t\tobjects: new WeakMap()\n\t\t};\n\n\t\tconst domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );\n\n\t\tdomElement.style.overflow = 'hidden';\n\n\t\t/**\n\t\t * The DOM where the renderer appends its child-elements.\n\t\t *\n\t\t * @type {HTMLElement}\n\t\t */\n\t\tthis.domElement = domElement;\n\n\t\tconst viewElement = document.createElement( 'div' );\n\t\tviewElement.style.transformOrigin = '0 0';\n\t\tviewElement.style.pointerEvents = 'none';\n\t\tdomElement.appendChild( viewElement );\n\n\t\tconst cameraElement = document.createElement( 'div' );\n\n\t\tcameraElement.style.transformStyle = 'preserve-3d';\n\n\t\tviewElement.appendChild( cameraElement );\n\n\t\t/**\n\t\t * Returns an object containing the width and height of the renderer.\n\t\t *\n\t\t * @return {{width:number,height:number}} The size of the renderer.\n\t\t */\n\t\tthis.getSize = function () {\n\n\t\t\treturn {\n\t\t\t\twidth: _width,\n\t\t\t\theight: _height\n\t\t\t};\n\n\t\t};\n\n\t\t/**\n\t\t * Renders the given scene using the given camera.\n\t\t *\n\t\t * @param {Object3D} scene - A scene or any other type of 3D object.\n\t\t * @param {Camera} camera - The camera.\n\t\t */\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tconst fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;\n\n\t\t\tif ( camera.view && camera.view.enabled ) {\n\n\t\t\t\t// view offset\n\t\t\t\tviewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`;\n\n\t\t\t\t// view fullWidth and fullHeight, view width and height\n\t\t\t\tviewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`;\n\n\t\t\t} else {\n\n\t\t\t\tviewElement.style.transform = '';\n\n\t\t\t}\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tlet tx, ty;\n\n\t\t\tif ( camera.isOrthographicCamera ) {\n\n\t\t\t\ttx = - ( camera.right + camera.left ) / 2;\n\t\t\t\tty = ( camera.top + camera.bottom ) / 2;\n\n\t\t\t}\n\n\t\t\tconst scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;\n\t\t\tconst cameraCSSMatrix = camera.isOrthographicCamera ?\n\t\t\t\t`scale( ${ scaleByViewOffset } )` + 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :\n\t\t\t\t`scale( ${ scaleByViewOffset } )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );\n\t\t\tconst perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : '';\n\n\t\t\tconst style = perspective + cameraCSSMatrix +\n\t\t\t\t'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';\n\n\t\t\tif ( cache.camera.style !== style ) {\n\n\t\t\t\tcameraElement.style.transform = style;\n\n\t\t\t\tcache.camera.style = style;\n\n\t\t\t}\n\n\t\t\trenderObject( scene, scene, camera, cameraCSSMatrix );\n\n\t\t};\n\n\t\t/**\n\t\t * Resizes the renderer to the given width and height.\n\t\t *\n\t\t * @param {number} width - The width of the renderer.\n\t\t * @param {number} height - The height of the renderer.\n\t\t */\n\t\tthis.setSize = function ( width, height ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\t\t\t_widthHalf = _width / 2;\n\t\t\t_heightHalf = _height / 2;\n\n\t\t\tdomElement.style.width = width + 'px';\n\t\t\tdomElement.style.height = height + 'px';\n\n\t\t\tviewElement.style.width = width + 'px';\n\t\t\tviewElement.style.height = height + 'px';\n\n\t\t\tcameraElement.style.width = width + 'px';\n\t\t\tcameraElement.style.height = height + 'px';\n\n\t\t};\n\n\t\tfunction epsilon( value ) {\n\n\t\t\treturn Math.abs( value ) < 1e-10 ? 0 : value;\n\n\t\t}\n\n\t\tfunction getCameraCSSMatrix( matrix ) {\n\n\t\t\tconst elements = matrix.elements;\n\n\t\t\treturn 'matrix3d(' +\n\t\t\t\tepsilon( elements[ 0 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 1 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 2 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 3 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 4 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 5 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 6 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 7 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 8 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 9 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 10 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 11 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 12 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 13 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 14 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 15 ] ) +\n\t\t\t')';\n\n\t\t}\n\n\t\tfunction getObjectCSSMatrix( matrix ) {\n\n\t\t\tconst elements = matrix.elements;\n\t\t\tconst matrix3d = 'matrix3d(' +\n\t\t\t\tepsilon( elements[ 0 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 1 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 2 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 3 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 4 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 5 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 6 ] ) + ',' +\n\t\t\t\tepsilon( - elements[ 7 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 8 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 9 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 10 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 11 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 12 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 13 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 14 ] ) + ',' +\n\t\t\t\tepsilon( elements[ 15 ] ) +\n\t\t\t')';\n\n\t\t\treturn 'translate(-50%,-50%)' + matrix3d;\n\n\t\t}\n\n\t\tfunction hideObject( object ) {\n\n\t\t\tif ( object.isCSS3DObject ) object.element.style.display = 'none';\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\thideObject( object.children[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, cameraCSSMatrix ) {\n\n\t\t\tif ( object.visible === false ) {\n\n\t\t\t\thideObject( object );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( object.isCSS3DObject ) {\n\n\t\t\t\tconst visible = ( object.layers.test( camera.layers ) === true );\n\n\t\t\t\tconst element = object.element;\n\t\t\t\telement.style.display = visible === true ? '' : 'none';\n\n\t\t\t\tif ( visible === true ) {\n\n\t\t\t\t\tobject.onBeforeRender( _this, scene, camera );\n\n\t\t\t\t\tlet style;\n\n\t\t\t\t\tif ( object.isCSS3DSprite ) {\n\n\t\t\t\t\t\t// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n\t\t\t\t\t\t_matrix.copy( camera.matrixWorldInverse );\n\t\t\t\t\t\t_matrix.transpose();\n\n\t\t\t\t\t\tif ( object.rotation2D !== 0 ) _matrix.multiply( _matrix2.makeRotationZ( object.rotation2D ) );\n\n\t\t\t\t\t\tobject.matrixWorld.decompose( _position, _quaternion, _scale );\n\t\t\t\t\t\t_matrix.setPosition( _position );\n\t\t\t\t\t\t_matrix.scale( _scale );\n\n\t\t\t\t\t\t_matrix.elements[ 3 ] = 0;\n\t\t\t\t\t\t_matrix.elements[ 7 ] = 0;\n\t\t\t\t\t\t_matrix.elements[ 11 ] = 0;\n\t\t\t\t\t\t_matrix.elements[ 15 ] = 1;\n\n\t\t\t\t\t\tstyle = getObjectCSSMatrix( _matrix );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstyle = getObjectCSSMatrix( object.matrixWorld );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst cachedObject = cache.objects.get( object );\n\n\t\t\t\t\tif ( cachedObject === undefined || cachedObject.style !== style ) {\n\n\t\t\t\t\t\telement.style.transform = style;\n\n\t\t\t\t\t\tconst objectData = { style: style };\n\t\t\t\t\t\tcache.objects.set( object, objectData );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( element.parentNode !== cameraElement ) {\n\n\t\t\t\t\t\tcameraElement.appendChild( element );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject.onAfterRender( _this, scene, camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = object.children.length; i < l; i ++ ) {\n\n\t\t\t\trenderObject( object.children[ i ], scene, camera, cameraCSSMatrix );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Constructor parameters of `CSS3DRenderer`.\n *\n * @typedef {Object} CSS3DRenderer~Parameters\n * @property {HTMLElement} [element] - A DOM element where the renderer appends its child-elements.\n * If not passed in here, a new div element will be created.\n **/\n\nexport { CSS3DObject, CSS3DSprite, CSS3DRenderer 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import{TrianglesDrawMode,TriangleFanDrawMode,TriangleStripDrawMode}from"../../../build/three.core.js";function toTrianglesDrawMode(geometry,drawMode){if(drawMode===TrianglesDrawMode)return console.warn("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles."),geometry;if(drawMode===TriangleFanDrawMode||drawMode===TriangleStripDrawMode){let index=geometry.getIndex();if(null===index){const indices=[],position=geometry.getAttribute("position");if(void 0===position)return console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible."),geometry;for(let i=0;i<position.count;i++)indices.push(i);geometry.setIndex(indices),index=geometry.getIndex()}const numberOfTriangles=index.count-2,newIndices=[];if(drawMode===TriangleFanDrawMode)for(let i=1;i<=numberOfTriangles;i++)newIndices.push(index.getX(0)),newIndices.push(index.getX(i)),newIndices.push(index.getX(i+1));else for(let i=0;i<numberOfTriangles;i++)i%2==0?(newIndices.push(index.getX(i)),newIndices.push(index.getX(i+1)),newIndices.push(index.getX(i+2))):(newIndices.push(index.getX(i+2)),newIndices.push(index.getX(i+1)),newIndices.push(index.getX(i)));newIndices.length/3!==numberOfTriangles&&console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.");const newGeometry=geometry.clone();return newGeometry.setIndex(newIndices),newGeometry.clearGroups(),newGeometry}return console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:",drawMode),geometry}export{toTrianglesDrawMode};
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//# sourceMappingURL=BufferGeometryUtils.js.map
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{"version":3,"file":"BufferGeometryUtils.js","sources":["../../../../../../../../../../../../../node_modules/three/examples/jsm/utils/BufferGeometryUtils.js"],"sourcesContent":["import {\n\tBufferAttribute,\n\tBufferGeometry,\n\tFloat32BufferAttribute,\n\tInstancedBufferAttribute,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tTrianglesDrawMode,\n\tVector3,\n} from 'three';\n\n/**\n * @module BufferGeometryUtils\n * @three_import import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';\n */\n\n/**\n * Computes vertex tangents using the MikkTSpace algorithm. MikkTSpace generates the same tangents consistently,\n * and is used in most modelling tools and normal map bakers. Use MikkTSpace for materials with normal maps,\n * because inconsistent tangents may lead to subtle visual issues in the normal map, particularly around mirrored\n * UV seams.\n *\n * In comparison to this method, {@link BufferGeometry#computeTangents} (a custom algorithm) generates tangents that\n * probably will not match the tangents in other software. The custom algorithm is sufficient for general use with a\n * custom material, and may be faster than MikkTSpace.\n *\n * Returns the original BufferGeometry. Indexed geometries will be de-indexed. Requires position, normal, and uv attributes.\n *\n * @param {BufferGeometry} geometry - The geometry to compute tangents for.\n * @param {Object} MikkTSpace - Instance of `examples/jsm/libs/mikktspace.module.js`, or `mikktspace` npm package.\n * Await `MikkTSpace.ready` before use.\n * @param {boolean} [negateSign=true] - Whether to negate the sign component (.w) of each tangent.\n * Required for normal map conventions in some formats, including glTF.\n * @return {BufferGeometry} The updated geometry.\n */\nfunction computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {\n\n\tif ( ! MikkTSpace || ! MikkTSpace.isReady ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Initialized MikkTSpace library required.' );\n\n\t}\n\n\tif ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Tangents require \"position\", \"normal\", and \"uv\" attributes.' );\n\n\t}\n\n\tfunction getAttributeArray( attribute ) {\n\n\t\tif ( attribute.normalized || attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst dstArray = new Float32Array( attribute.count * attribute.itemSize );\n\n\t\t\tfor ( let i = 0, j = 0; i < attribute.count; i ++ ) {\n\n\t\t\t\tdstArray[ j ++ ] = attribute.getX( i );\n\t\t\t\tdstArray[ j ++ ] = attribute.getY( i );\n\n\t\t\t\tif ( attribute.itemSize > 2 ) {\n\n\t\t\t\t\tdstArray[ j ++ ] = attribute.getZ( i );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn dstArray;\n\n\t\t}\n\n\t\tif ( attribute.array instanceof Float32Array ) {\n\n\t\t\treturn attribute.array;\n\n\t\t}\n\n\t\treturn new Float32Array( attribute.array );\n\n\t}\n\n\t// MikkTSpace algorithm requires non-indexed input.\n\n\tconst _geometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\n\t// Compute vertex tangents.\n\n\tconst tangents = MikkTSpace.generateTangents(\n\n\t\tgetAttributeArray( _geometry.attributes.position ),\n\t\tgetAttributeArray( _geometry.attributes.normal ),\n\t\tgetAttributeArray( _geometry.attributes.uv )\n\n\t);\n\n\t// Texture coordinate convention of glTF differs from the apparent\n\t// default of the MikkTSpace library; .w component must be flipped.\n\n\tif ( negateSign ) {\n\n\t\tfor ( let i = 3; i < tangents.length; i += 4 ) {\n\n\t\t\ttangents[ i ] *= - 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\t_geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) );\n\n\tif ( geometry !== _geometry ) {\n\n\t\tgeometry.copy( _geometry );\n\n\t}\n\n\treturn geometry;\n\n}\n\n/**\n * Merges a set of geometries into a single instance. All geometries must have compatible attributes.\n *\n * @param {Array<BufferGeometry>} geometries - The geometries to merge.\n * @param {boolean} [useGroups=false] - Whether to use groups or not.\n * @return {?BufferGeometry} The merged geometry. Returns `null` if the merge does not succeed.\n */\nfunction mergeGeometries( geometries, useGroups = false ) {\n\n\tconst isIndexed = geometries[ 0 ].index !== null;\n\n\tconst attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );\n\tconst morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );\n\n\tconst attributes = {};\n\tconst morphAttributes = {};\n\n\tconst morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;\n\n\tconst mergedGeometry = new BufferGeometry();\n\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\tconst geometry = geometries[ i ];\n\t\tlet attributesCount = 0;\n\n\t\t// ensure that all geometries are indexed, or none\n\n\t\tif ( isIndexed !== ( geometry.index !== null ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather attributes, exit early if they're different\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tif ( ! attributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure \"' + name + '\" attribute exists among all geometries, or in none of them.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( attributes[ name ] === undefined ) attributes[ name ] = [];\n\n\t\t\tattributes[ name ].push( geometry.attributes[ name ] );\n\n\t\t\tattributesCount ++;\n\n\t\t}\n\n\t\t// ensure geometries have the same number of attributes\n\n\t\tif ( attributesCount !== attributesUsed.size ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather morph attributes, exit early if they're different\n\n\t\tif ( morphTargetsRelative !== geometry.morphTargetsRelative ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tif ( ! morphAttributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];\n\n\t\t\tmorphAttributes[ name ].push( geometry.morphAttributes[ name ] );\n\n\t\t}\n\n\t\tif ( useGroups ) {\n\n\t\t\tlet count;\n\n\t\t\tif ( isIndexed ) {\n\n\t\t\t\tcount = geometry.index.count;\n\n\t\t\t} else if ( geometry.attributes.position !== undefined ) {\n\n\t\t\t\tcount = geometry.attributes.position.count;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.addGroup( offset, count, i );\n\n\t\t\toffset += count;\n\n\t\t}\n\n\t}\n\n\t// merge indices\n\n\tif ( isIndexed ) {\n\n\t\tlet indexOffset = 0;\n\t\tconst mergedIndex = [];\n\n\t\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\t\tconst index = geometries[ i ].index;\n\n\t\t\tfor ( let j = 0; j < index.count; ++ j ) {\n\n\t\t\t\tmergedIndex.push( index.getX( j ) + indexOffset );\n\n\t\t\t}\n\n\t\t\tindexOffset += geometries[ i ].attributes.position.count;\n\n\t\t}\n\n\t\tmergedGeometry.setIndex( mergedIndex );\n\n\t}\n\n\t// merge attributes\n\n\tfor ( const name in attributes ) {\n\n\t\tconst mergedAttribute = mergeAttributes( attributes[ name ] );\n\n\t\tif ( ! mergedAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tmergedGeometry.setAttribute( name, mergedAttribute );\n\n\t}\n\n\t// merge morph attributes\n\n\tfor ( const name in morphAttributes ) {\n\n\t\tconst numMorphTargets = morphAttributes[ name ][ 0 ].length;\n\n\t\tif ( numMorphTargets === 0 ) break;\n\n\t\tmergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\n\t\tmergedGeometry.morphAttributes[ name ] = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; ++ i ) {\n\n\t\t\tconst morphAttributesToMerge = [];\n\n\t\t\tfor ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {\n\n\t\t\t\tmorphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );\n\n\t\t\t}\n\n\t\t\tconst mergedMorphAttribute = mergeAttributes( morphAttributesToMerge );\n\n\t\t\tif ( ! mergedMorphAttribute ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );\n\n\t\t}\n\n\t}\n\n\treturn mergedGeometry;\n\n}\n\n/**\n * Merges a set of attributes into a single instance. All attributes must have compatible properties and types.\n * Instances of {@link InterleavedBufferAttribute} are not supported.\n *\n * @param {Array<BufferAttribute>} attributes - The attributes to merge.\n * @return {?BufferAttribute} The merged attribute. Returns `null` if the merge does not succeed.\n */\nfunction mergeAttributes( attributes ) {\n\n\tlet TypedArray;\n\tlet itemSize;\n\tlet normalized;\n\tlet gpuType = - 1;\n\tlet arrayLength = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( itemSize === undefined ) itemSize = attribute.itemSize;\n\t\tif ( itemSize !== attribute.itemSize ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( normalized === undefined ) normalized = attribute.normalized;\n\t\tif ( normalized !== attribute.normalized ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( gpuType === - 1 ) gpuType = attribute.gpuType;\n\t\tif ( gpuType !== attribute.gpuType ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.count * itemSize;\n\n\t}\n\n\tconst array = new TypedArray( arrayLength );\n\tconst result = new BufferAttribute( array, itemSize, normalized );\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst tupleOffset = offset / itemSize;\n\t\t\tfor ( let j = 0, l = attribute.count; j < l; j ++ ) {\n\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tconst value = attribute.getComponent( j, c );\n\t\t\t\t\tresult.setComponent( j + tupleOffset, c, value );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tarray.set( attribute.array, offset );\n\n\t\t}\n\n\t\toffset += attribute.count * itemSize;\n\n\t}\n\n\tif ( gpuType !== undefined ) {\n\n\t\tresult.gpuType = gpuType;\n\n\t}\n\n\treturn result;\n\n}\n\n/**\n * Performs a deep clone of the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The attribute to clone.\n * @return {BufferAttribute} The cloned attribute.\n */\nfunction deepCloneAttribute( attribute ) {\n\n\tif ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) {\n\n\t\treturn deinterleaveAttribute( attribute );\n\n\t}\n\n\tif ( attribute.isInstancedBufferAttribute ) {\n\n\t\treturn new InstancedBufferAttribute().copy( attribute );\n\n\t}\n\n\treturn new BufferAttribute().copy( attribute );\n\n}\n\n/**\n * Interleaves a set of attributes and returns a new array of corresponding attributes that share a\n * single {@link InterleavedBuffer} instance. All attributes must have compatible types.\n *\n * @param {Array<BufferAttribute>} attributes - The attributes to interleave.\n * @return {?Array<InterleavedBufferAttribute>} An array of interleaved attributes. If interleave does not succeed, the method returns `null`.\n */\nfunction interleaveAttributes( attributes ) {\n\n\t// Interleaves the provided attributes into an InterleavedBuffer and returns\n\t// a set of InterleavedBufferAttributes for each attribute\n\tlet TypedArray;\n\tlet arrayLength = 0;\n\tlet stride = 0;\n\n\t// calculate the length and type of the interleavedBuffer\n\tfor ( let i = 0, l = attributes.length; i < l; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'AttributeBuffers of different types cannot be interleaved' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.array.length;\n\t\tstride += attribute.itemSize;\n\n\t}\n\n\t// Create the set of buffer attributes\n\tconst interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride );\n\tlet offset = 0;\n\tconst res = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\tfor ( let j = 0, l = attributes.length; j < l; j ++ ) {\n\n\t\tconst attribute = attributes[ j ];\n\t\tconst itemSize = attribute.itemSize;\n\t\tconst count = attribute.count;\n\t\tconst iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );\n\t\tres.push( iba );\n\n\t\toffset += itemSize;\n\n\t\t// Move the data for each attribute into the new interleavedBuffer\n\t\t// at the appropriate offset\n\t\tfor ( let c = 0; c < count; c ++ ) {\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\tiba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn res;\n\n}\n\n/**\n * Returns a new, non-interleaved version of the given attribute.\n *\n * @param {InterleavedBufferAttribute} attribute - The interleaved attribute.\n * @return {BufferAttribute} The non-interleaved attribute.\n */\nfunction deinterleaveAttribute( attribute ) {\n\n\tconst cons = attribute.data.array.constructor;\n\tconst count = attribute.count;\n\tconst itemSize = attribute.itemSize;\n\tconst normalized = attribute.normalized;\n\n\tconst array = new cons( count * itemSize );\n\tlet newAttribute;\n\tif ( attribute.isInstancedInterleavedBufferAttribute ) {\n\n\t\tnewAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );\n\n\t} else {\n\n\t\tnewAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t}\n\n\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\tnewAttribute.setX( i, attribute.getX( i ) );\n\n\t\tif ( itemSize >= 2 ) {\n\n\t\t\tnewAttribute.setY( i, attribute.getY( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 3 ) {\n\n\t\t\tnewAttribute.setZ( i, attribute.getZ( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 4 ) {\n\n\t\t\tnewAttribute.setW( i, attribute.getW( i ) );\n\n\t\t}\n\n\t}\n\n\treturn newAttribute;\n\n}\n\n/**\n * Deinterleaves all attributes on the given geometry.\n *\n * @param {BufferGeometry} geometry - The geometry to deinterleave.\n */\nfunction deinterleaveGeometry( geometry ) {\n\n\tconst attributes = geometry.attributes;\n\tconst morphTargets = geometry.morphTargets;\n\tconst attrMap = new Map();\n\n\tfor ( const key in attributes ) {\n\n\t\tconst attr = attributes[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tattributes[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n\tfor ( const key in morphTargets ) {\n\n\t\tconst attr = morphTargets[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tmorphTargets[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Returns the amount of bytes used by all attributes to represent the geometry.\n *\n * @param {BufferGeometry} geometry - The geometry.\n * @return {number} The estimate bytes used.\n */\nfunction estimateBytesUsed( geometry ) {\n\n\t// Return the estimated memory used by this geometry in bytes\n\t// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account\n\t// for InterleavedBufferAttributes.\n\tlet mem = 0;\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst attr = geometry.getAttribute( name );\n\t\tmem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;\n\n\t}\n\n\tconst indices = geometry.getIndex();\n\tmem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;\n\treturn mem;\n\n}\n\n/**\n * Returns a new geometry with vertices for which all similar vertex attributes (within tolerance) are merged.\n *\n * @param {BufferGeometry} geometry - The geometry to merge vertices for.\n * @param {number} [tolerance=1e-4] - The tolerance value.\n * @return {BufferGeometry} - The new geometry with merged vertices.\n */\nfunction mergeVertices( geometry, tolerance = 1e-4 ) {\n\n\ttolerance = Math.max( tolerance, Number.EPSILON );\n\n\t// Generate an index buffer if the geometry doesn't have one, or optimize it\n\t// if it's already available.\n\tconst hashToIndex = {};\n\tconst indices = geometry.getIndex();\n\tconst positions = geometry.getAttribute( 'position' );\n\tconst vertexCount = indices ? indices.count : positions.count;\n\n\t// next value for triangle indices\n\tlet nextIndex = 0;\n\n\t// attributes and new attribute arrays\n\tconst attributeNames = Object.keys( geometry.attributes );\n\tconst tmpAttributes = {};\n\tconst tmpMorphAttributes = {};\n\tconst newIndices = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\t// Initialize the arrays, allocating space conservatively. Extra\n\t// space will be trimmed in the last step.\n\tfor ( let i = 0, l = attributeNames.length; i < l; i ++ ) {\n\n\t\tconst name = attributeNames[ i ];\n\t\tconst attr = geometry.attributes[ name ];\n\n\t\ttmpAttributes[ name ] = new attr.constructor(\n\t\t\tnew attr.array.constructor( attr.count * attr.itemSize ),\n\t\t\tattr.itemSize,\n\t\t\tattr.normalized\n\t\t);\n\n\t\tconst morphAttributes = geometry.morphAttributes[ name ];\n\t\tif ( morphAttributes ) {\n\n\t\t\tif ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = [];\n\t\t\tmorphAttributes.forEach( ( morphAttr, i ) => {\n\n\t\t\t\tconst array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize );\n\t\t\t\ttmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// convert the error tolerance to an amount of decimal places to truncate to\n\tconst halfTolerance = tolerance * 0.5;\n\tconst exponent = Math.log10( 1 / tolerance );\n\tconst hashMultiplier = Math.pow( 10, exponent );\n\tconst hashAdditive = halfTolerance * hashMultiplier;\n\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\tconst index = indices ? indices.getX( i ) : i;\n\n\t\t// Generate a hash for the vertex attributes at the current index 'i'\n\t\tlet hash = '';\n\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\tconst name = attributeNames[ j ];\n\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t// double tilde truncates the decimal value\n\t\t\t\thash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Add another reference to the vertex if it's already\n\t\t// used by another index\n\t\tif ( hash in hashToIndex ) {\n\n\t\t\tnewIndices.push( hashToIndex[ hash ] );\n\n\t\t} else {\n\n\t\t\t// copy data to the new index in the temporary attributes\n\t\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\t\tconst name = attributeNames[ j ];\n\t\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\t\tconst morphAttributes = geometry.morphAttributes[ name ];\n\t\t\t\tconst itemSize = attribute.itemSize;\n\t\t\t\tconst newArray = tmpAttributes[ name ];\n\t\t\t\tconst newMorphArrays = tmpMorphAttributes[ name ];\n\n\t\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t\tconst getterFunc = getters[ k ];\n\t\t\t\t\tconst setterFunc = setters[ k ];\n\t\t\t\t\tnewArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) );\n\n\t\t\t\t\tif ( morphAttributes ) {\n\n\t\t\t\t\t\tfor ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\t\tnewMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) );\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\thashToIndex[ hash ] = nextIndex;\n\t\t\tnewIndices.push( nextIndex );\n\t\t\tnextIndex ++;\n\n\t\t}\n\n\t}\n\n\t// generate result BufferGeometry\n\tconst result = geometry.clone();\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst tmpAttribute = tmpAttributes[ name ];\n\n\t\tresult.setAttribute( name, new tmpAttribute.constructor(\n\t\t\ttmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ),\n\t\t\ttmpAttribute.itemSize,\n\t\t\ttmpAttribute.normalized,\n\t\t) );\n\n\t\tif ( ! ( name in tmpMorphAttributes ) ) continue;\n\n\t\tfor ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) {\n\n\t\t\tconst tmpMorphAttribute = tmpMorphAttributes[ name ][ j ];\n\n\t\t\tresult.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor(\n\t\t\t\ttmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ),\n\t\t\t\ttmpMorphAttribute.itemSize,\n\t\t\t\ttmpMorphAttribute.normalized,\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tresult.setIndex( newIndices );\n\n\treturn result;\n\n}\n\n/**\n * Returns a new indexed geometry based on `TrianglesDrawMode` draw mode.\n * This mode corresponds to the `gl.TRIANGLES` primitive in WebGL.\n *\n * @param {BufferGeometry} geometry - The geometry to convert.\n * @param {number} drawMode - The current draw mode.\n * @return {BufferGeometry} The new geometry using `TrianglesDrawMode`.\n */\nfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\tif ( drawMode === TrianglesDrawMode ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );\n\t\treturn geometry;\n\n\t}\n\n\tif ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) {\n\n\t\tlet index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tconst indices = [];\n\n\t\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst numberOfTriangles = index.count - 2;\n\t\tconst newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( let i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( let i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tconst newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\t\tnewGeometry.clearGroups();\n\n\t\treturn newGeometry;\n\n\t} else {\n\n\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );\n\t\treturn geometry;\n\n\t}\n\n}\n\n/**\n * Calculates the morphed attributes of a morphed/skinned BufferGeometry.\n *\n * Helpful for Raytracing or Decals (i.e. a `DecalGeometry` applied to a morphed Object with a `BufferGeometry`\n * will use the original `BufferGeometry`, not the morphed/skinned one, generating an incorrect result.\n * Using this function to create a shadow `Object3`D the `DecalGeometry` can be correctly generated).\n *\n * @param {Mesh|Line|Points} object - The 3D object to compute morph attributes for.\n * @return {Object} An object with original position/normal attributes and morphed ones.\n */\nfunction computeMorphedAttributes( object ) {\n\n\tconst _vA = new Vector3();\n\tconst _vB = new Vector3();\n\tconst _vC = new Vector3();\n\n\tconst _tempA = new Vector3();\n\tconst _tempB = new Vector3();\n\tconst _tempC = new Vector3();\n\n\tconst _morphA = new Vector3();\n\tconst _morphB = new Vector3();\n\tconst _morphC = new Vector3();\n\n\tfunction _calculateMorphedAttributeData(\n\t\tobject,\n\t\tattribute,\n\t\tmorphAttribute,\n\t\tmorphTargetsRelative,\n\t\ta,\n\t\tb,\n\t\tc,\n\t\tmodifiedAttributeArray\n\t) {\n\n\t\t_vA.fromBufferAttribute( attribute, a );\n\t\t_vB.fromBufferAttribute( attribute, b );\n\t\t_vC.fromBufferAttribute( attribute, c );\n\n\t\tconst morphInfluences = object.morphTargetInfluences;\n\n\t\tif ( morphAttribute && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\t\t\t_morphB.set( 0, 0, 0 );\n\t\t\t_morphC.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morph = morphAttribute[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morph, a );\n\t\t\t\t_tempB.fromBufferAttribute( morph, b );\n\t\t\t\t_tempC.fromBufferAttribute( morph, c );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_vA.add( _morphA );\n\t\t\t_vB.add( _morphB );\n\t\t\t_vC.add( _morphC );\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tobject.applyBoneTransform( a, _vA );\n\t\t\tobject.applyBoneTransform( b, _vB );\n\t\t\tobject.applyBoneTransform( c, _vC );\n\n\t\t}\n\n\t\tmodifiedAttributeArray[ a * 3 + 0 ] = _vA.x;\n\t\tmodifiedAttributeArray[ a * 3 + 1 ] = _vA.y;\n\t\tmodifiedAttributeArray[ a * 3 + 2 ] = _vA.z;\n\t\tmodifiedAttributeArray[ b * 3 + 0 ] = _vB.x;\n\t\tmodifiedAttributeArray[ b * 3 + 1 ] = _vB.y;\n\t\tmodifiedAttributeArray[ b * 3 + 2 ] = _vB.z;\n\t\tmodifiedAttributeArray[ c * 3 + 0 ] = _vC.x;\n\t\tmodifiedAttributeArray[ c * 3 + 1 ] = _vC.y;\n\t\tmodifiedAttributeArray[ c * 3 + 2 ] = _vC.z;\n\n\t}\n\n\tconst geometry = object.geometry;\n\tconst material = object.material;\n\n\tlet a, b, c;\n\tconst index = geometry.index;\n\tconst positionAttribute = geometry.attributes.position;\n\tconst morphPosition = geometry.morphAttributes.position;\n\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\tconst normalAttribute = geometry.attributes.normal;\n\tconst morphNormal = geometry.morphAttributes.position;\n\n\tconst groups = geometry.groups;\n\tconst drawRange = geometry.drawRange;\n\tlet i, j, il, jl;\n\tlet group;\n\tlet start, end;\n\n\tconst modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );\n\tconst modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );\n\n\tif ( index !== null ) {\n\n\t\t// indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = index.getX( j );\n\t\t\t\t\tb = index.getX( j + 1 );\n\t\t\t\t\tc = index.getX( j + 2 );\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\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\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = index.getX( i );\n\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// non-indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = j;\n\t\t\t\t\tb = j + 1;\n\t\t\t\t\tc = j + 2;\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\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\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = i;\n\t\t\t\tb = i + 1;\n\t\t\t\tc = i + 2;\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tconst morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 );\n\tconst morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 );\n\n\treturn {\n\n\t\tpositionAttribute: positionAttribute,\n\t\tnormalAttribute: normalAttribute,\n\t\tmorphedPositionAttribute: morphedPositionAttribute,\n\t\tmorphedNormalAttribute: morphedNormalAttribute\n\n\t};\n\n}\n\n/**\n * Merges the {@link BufferGeometry#groups} for the given geometry.\n *\n * @param {BufferGeometry} geometry - The geometry to modify.\n * @return {BufferGeometry} - The updated geometry\n */\nfunction mergeGroups( geometry ) {\n\n\tif ( geometry.groups.length === 0 ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' );\n\t\treturn geometry;\n\n\t}\n\n\tlet groups = geometry.groups;\n\n\t// sort groups by material index\n\n\tgroups = groups.sort( ( a, b ) => {\n\n\t\tif ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex;\n\n\t\treturn a.start - b.start;\n\n\t} );\n\n\t// create index for non-indexed geometries\n\n\tif ( geometry.getIndex() === null ) {\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\t\tconst indices = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i += 3 ) {\n\n\t\t\tindices.push( i, i + 1, i + 2 );\n\n\t\t}\n\n\t\tgeometry.setIndex( indices );\n\n\t}\n\n\t// sort index\n\n\tconst index = geometry.getIndex();\n\n\tconst newIndices = [];\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tconst groupStart = group.start;\n\t\tconst groupLength = groupStart + group.count;\n\n\t\tfor ( let j = groupStart; j < groupLength; j ++ ) {\n\n\t\t\tnewIndices.push( index.getX( j ) );\n\n\t\t}\n\n\t}\n\n\tgeometry.dispose(); // Required to force buffer recreation\n\tgeometry.setIndex( newIndices );\n\n\t// update groups indices\n\n\tlet start = 0;\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tgroup.start = start;\n\t\tstart += group.count;\n\n\t}\n\n\t// merge groups\n\n\tlet currentGroup = groups[ 0 ];\n\n\tgeometry.groups = [ currentGroup ];\n\n\tfor ( let i = 1; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tif ( currentGroup.materialIndex === group.materialIndex ) {\n\n\t\t\tcurrentGroup.count += group.count;\n\n\t\t} else {\n\n\t\t\tcurrentGroup = group;\n\t\t\tgeometry.groups.push( currentGroup );\n\n\t\t}\n\n\t}\n\n\treturn geometry;\n\n}\n\n/**\n * Modifies the supplied geometry if it is non-indexed, otherwise creates a new,\n * non-indexed geometry. Returns the geometry with smooth normals everywhere except\n * faces that meet at an angle greater than the crease angle.\n *\n * @param {BufferGeometry} geometry - The geometry to modify.\n * @param {number} [creaseAngle=Math.PI/3] - The crease angle in radians.\n * @return {BufferGeometry} - The updated geometry\n */\nfunction toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) {\n\n\tconst creaseDot = Math.cos( creaseAngle );\n\tconst hashMultiplier = ( 1 + 1e-10 ) * 1e2;\n\n\t// reusable vectors\n\tconst verts = [ new Vector3(), new Vector3(), new Vector3() ];\n\tconst tempVec1 = new Vector3();\n\tconst tempVec2 = new Vector3();\n\tconst tempNorm = new Vector3();\n\tconst tempNorm2 = new Vector3();\n\n\t// hashes a vector\n\tfunction hashVertex( v ) {\n\n\t\tconst x = ~ ~ ( v.x * hashMultiplier );\n\t\tconst y = ~ ~ ( v.y * hashMultiplier );\n\t\tconst z = ~ ~ ( v.z * hashMultiplier );\n\t\treturn `${x},${y},${z}`;\n\n\t}\n\n\t// BufferGeometry.toNonIndexed() warns if the geometry is non-indexed\n\t// and returns the original geometry\n\tconst resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\tconst posAttr = resultGeometry.attributes.position;\n\tconst vertexMap = {};\n\n\t// find all the normals shared by commonly located vertices\n\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\n\n\t\tconst i3 = 3 * i;\n\t\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\n\t\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\n\t\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\n\n\t\ttempVec1.subVectors( c, b );\n\t\ttempVec2.subVectors( a, b );\n\n\t\t// add the normal to the map for all vertices\n\t\tconst normal = new Vector3().crossVectors( tempVec1, tempVec2 ).normalize();\n\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\tconst vert = verts[ n ];\n\t\t\tconst hash = hashVertex( vert );\n\t\t\tif ( ! ( hash in vertexMap ) ) {\n\n\t\t\t\tvertexMap[ hash ] = [];\n\n\t\t\t}\n\n\t\t\tvertexMap[ hash ].push( normal );\n\n\t\t}\n\n\t}\n\n\t// average normals from all vertices that share a common location if they are within the\n\t// provided crease threshold\n\tconst normalArray = new Float32Array( posAttr.count * 3 );\n\tconst normAttr = new BufferAttribute( normalArray, 3, false );\n\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\n\n\t\t// get the face normal for this vertex\n\t\tconst i3 = 3 * i;\n\t\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\n\t\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\n\t\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\n\n\t\ttempVec1.subVectors( c, b );\n\t\ttempVec2.subVectors( a, b );\n\n\t\ttempNorm.crossVectors( tempVec1, tempVec2 ).normalize();\n\n\t\t// average all normals that meet the threshold and set the normal value\n\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\tconst vert = verts[ n ];\n\t\t\tconst hash = hashVertex( vert );\n\t\t\tconst otherNormals = vertexMap[ hash ];\n\t\t\ttempNorm2.set( 0, 0, 0 );\n\n\t\t\tfor ( let k = 0, lk = otherNormals.length; k < lk; k ++ ) {\n\n\t\t\t\tconst otherNorm = otherNormals[ k ];\n\t\t\t\tif ( tempNorm.dot( otherNorm ) > creaseDot ) {\n\n\t\t\t\t\ttempNorm2.add( otherNorm );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttempNorm2.normalize();\n\t\t\tnormAttr.setXYZ( i3 + n, tempNorm2.x, tempNorm2.y, tempNorm2.z );\n\n\t\t}\n\n\t}\n\n\tresultGeometry.setAttribute( 'normal', normAttr );\n\treturn resultGeometry;\n\n}\n\nexport {\n\tcomputeMikkTSpaceTangents,\n\tmergeGeometries,\n\tmergeAttributes,\n\tdeepCloneAttribute,\n\tdeinterleaveAttribute,\n\tdeinterleaveGeometry,\n\tinterleaveAttributes,\n\testimateBytesUsed,\n\tmergeVertices,\n\ttoTrianglesDrawMode,\n\tcomputeMorphedAttributes,\n\tmergeGroups,\n\ttoCreasedNormals\n};\n"],"names":["toTrianglesDrawMode","geometry","drawMode","TrianglesDrawMode","console","warn","TriangleFanDrawMode","TriangleStripDrawMode","index","getIndex","indices","position","getAttribute","undefined","error","i","count","push","setIndex","numberOfTriangles","newIndices","getX","length","newGeometry","clone","clearGroups"],"mappings":"sGAyyBA,SAASA,oBAAqBC,SAAUC,UAEvC,GAAKA,WAAaC,kBAGjB,OADAC,QAAQC,KAAM,2FACPJ,SAIR,GAAKC,WAAaI,qBAAuBJ,WAAaK,sBAAwB,CAE7E,IAAIC,MAAQP,SAASQ,WAIrB,GAAe,OAAVD,MAAiB,CAErB,MAAME,QAAU,GAEVC,SAAWV,SAASW,aAAc,YAExC,QAAkBC,IAAbF,SAcJ,OADAP,QAAQU,MAAO,2GACRb,SAZP,IAAM,IAAIc,EAAI,EAAGA,EAAIJ,SAASK,MAAOD,IAEpCL,QAAQO,KAAMF,GAIfd,SAASiB,SAAUR,SACnBF,MAAQP,SAASQ,UASnB,CAIA,MAAMU,kBAAoBX,MAAMQ,MAAQ,EAClCI,WAAa,GAEnB,GAAKlB,WAAaI,oBAIjB,IAAM,IAAIS,EAAI,EAAGA,GAAKI,kBAAmBJ,IAExCK,WAAWH,KAAMT,MAAMa,KAAM,IAC7BD,WAAWH,KAAMT,MAAMa,KAAMN,IAC7BK,WAAWH,KAAMT,MAAMa,KAAMN,EAAI,SAQlC,IAAM,IAAIA,EAAI,EAAGA,EAAII,kBAAmBJ,IAElCA,EAAI,GAAM,GAEdK,WAAWH,KAAMT,MAAMa,KAAMN,IAC7BK,WAAWH,KAAMT,MAAMa,KAAMN,EAAI,IACjCK,WAAWH,KAAMT,MAAMa,KAAMN,EAAI,MAIjCK,WAAWH,KAAMT,MAAMa,KAAMN,EAAI,IACjCK,WAAWH,KAAMT,MAAMa,KAAMN,EAAI,IACjCK,WAAWH,KAAMT,MAAMa,KAAMN,KAQzBK,WAAWE,OAAS,IAAQH,mBAElCf,QAAQU,MAAO,oGAMhB,MAAMS,YAActB,SAASuB,QAI7B,OAHAD,YAAYL,SAAUE,YACtBG,YAAYE,cAELF,WAER,CAGC,OADAnB,QAAQU,MAAO,sEAAuEZ,UAC/ED,QAIT","x_google_ignoreList":[0]}
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function clone(source){const sourceLookup=new Map,cloneLookup=new Map,clone=source.clone();return parallelTraverse(source,clone,function(sourceNode,clonedNode){sourceLookup.set(clonedNode,sourceNode),cloneLookup.set(sourceNode,clonedNode)}),clone.traverse(function(node){if(!node.isSkinnedMesh)return;const clonedMesh=node,sourceMesh=sourceLookup.get(node),sourceBones=sourceMesh.skeleton.bones;clonedMesh.skeleton=sourceMesh.skeleton.clone(),clonedMesh.bindMatrix.copy(sourceMesh.bindMatrix),clonedMesh.skeleton.bones=sourceBones.map(function(bone){return cloneLookup.get(bone)}),clonedMesh.bind(clonedMesh.skeleton,clonedMesh.bindMatrix)}),clone}function parallelTraverse(a,b,callback){callback(a,b);for(let i=0;i<a.children.length;i++)parallelTraverse(a.children[i],b.children[i],callback)}export{clone};
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{"version":3,"file":"SkeletonUtils.js","sources":["../../../../../../../../../../../../../node_modules/three/examples/jsm/utils/SkeletonUtils.js"],"sourcesContent":["import {\n\tAnimationClip,\n\tAnimationMixer,\n\tMatrix4,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tSkeletonHelper,\n\tVector3,\n\tVectorKeyframeTrack\n} from 'three';\n\n/**\n * @module SkeletonUtils\n * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';\n */\n\nfunction getBoneName( bone, options ) {\n\n\tif ( options.getBoneName !== undefined ) {\n\n\t\treturn options.getBoneName( bone );\n\n\t}\n\n\treturn options.names[ bone.name ];\n\n}\n\n/**\n * Retargets the skeleton from the given source 3D object to the\n * target 3D object.\n *\n * @param {Object3D} target - The target 3D object.\n * @param {Object3D} source - The source 3D object.\n * @param {module:SkeletonUtils~RetargetOptions} options - The options.\n */\nfunction retarget( target, source, options = {} ) {\n\n\tconst quat = new Quaternion(),\n\t\tscale = new Vector3(),\n\t\trelativeMatrix = new Matrix4(),\n\t\tglobalMatrix = new Matrix4();\n\n\toptions.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true;\n\toptions.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true;\n\toptions.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;\n\toptions.hip = options.hip !== undefined ? options.hip : 'hip';\n\toptions.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 );\n\toptions.scale = options.scale !== undefined ? options.scale : 1;\n\toptions.names = options.names || {};\n\n\tconst sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),\n\t\tbones = target.isObject3D ? target.skeleton.bones : getBones( target );\n\n\tlet bone, name, boneTo,\n\t\tbonesPosition;\n\n\t// reset bones\n\n\tif ( target.isObject3D ) {\n\n\t\ttarget.skeleton.pose();\n\n\t} else {\n\n\t\toptions.useTargetMatrix = true;\n\t\toptions.preserveBoneMatrix = false;\n\n\t}\n\n\tif ( options.preserveBonePositions ) {\n\n\t\tbonesPosition = [];\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tbonesPosition.push( bones[ i ].position.clone() );\n\n\t\t}\n\n\t}\n\n\tif ( options.preserveBoneMatrix ) {\n\n\t\t// reset matrix\n\n\t\ttarget.updateMatrixWorld();\n\n\t\ttarget.matrixWorld.identity();\n\n\t\t// reset children matrix\n\n\t\tfor ( let i = 0; i < target.children.length; ++ i ) {\n\n\t\t\ttarget.children[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t}\n\n\tfor ( let i = 0; i < bones.length; ++ i ) {\n\n\t\tbone = bones[ i ];\n\t\tname = getBoneName( bone, options );\n\n\t\tboneTo = getBoneByName( name, sourceBones );\n\n\t\tglobalMatrix.copy( bone.matrixWorld );\n\n\t\tif ( boneTo ) {\n\n\t\t\tboneTo.updateMatrixWorld();\n\n\t\t\tif ( options.useTargetMatrix ) {\n\n\t\t\t\trelativeMatrix.copy( boneTo.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\trelativeMatrix.copy( target.matrixWorld ).invert();\n\t\t\t\trelativeMatrix.multiply( boneTo.matrixWorld );\n\n\t\t\t}\n\n\t\t\t// ignore scale to extract rotation\n\n\t\t\tscale.setFromMatrixScale( relativeMatrix );\n\t\t\trelativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );\n\n\t\t\t// apply to global matrix\n\n\t\t\tglobalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );\n\n\t\t\tif ( target.isObject3D ) {\n\n\t\t\t\tif ( options.localOffsets ) {\n\n\t\t\t\t\tif ( options.localOffsets[ bone.name ] ) {\n\n\t\t\t\t\t\tglobalMatrix.multiply( options.localOffsets[ bone.name ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tglobalMatrix.copyPosition( relativeMatrix );\n\n\t\t}\n\n\t\tif ( name === options.hip ) {\n\n\t\t\tglobalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x;\n\t\t\tglobalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y;\n\t\t\tglobalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z;\n\n\t\t\tif ( options.hipPosition !== undefined ) {\n\n\t\t\t\tglobalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale;\n\t\t\t\tglobalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale;\n\t\t\t\tglobalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( bone.parent ) {\n\n\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\tbone.matrix.multiply( globalMatrix );\n\n\t\t} else {\n\n\t\t\tbone.matrix.copy( globalMatrix );\n\n\t\t}\n\n\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\tbone.updateMatrixWorld();\n\n\t}\n\n\tif ( options.preserveBonePositions ) {\n\n\t\tfor ( let i = 0; i < bones.length; ++ i ) {\n\n\t\t\tbone = bones[ i ];\n\t\t\tname = getBoneName( bone, options ) || bone.name;\n\n\t\t\tif ( name !== options.hip ) {\n\n\t\t\t\tbone.position.copy( bonesPosition[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tif ( options.preserveBoneMatrix ) {\n\n\t\t// restore matrix\n\n\t\ttarget.updateMatrixWorld( true );\n\n\t}\n\n}\n\n/**\n * Retargets the animation clip of the source object to the\n * target 3D object.\n *\n * @param {Object3D} target - The target 3D object.\n * @param {Object3D} source - The source 3D object.\n * @param {AnimationClip} clip - The animation clip.\n * @param {module:SkeletonUtils~RetargetOptions} options - The options.\n * @return {AnimationClip} The retargeted animation clip.\n */\nfunction retargetClip( target, source, clip, options = {} ) {\n\n\toptions.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;\n\n\t// Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided.\n\toptions.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration );\n\toptions.names = options.names || [];\n\n\tif ( ! source.isObject3D ) {\n\n\t\tsource = getHelperFromSkeleton( source );\n\n\t}\n\n\tconst numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),\n\t\tdelta = clip.duration / ( numFrames - 1 ),\n\t\tconvertedTracks = [],\n\t\tmixer = new AnimationMixer( source ),\n\t\tbones = getBones( target.skeleton ),\n\t\tboneDatas = [];\n\n\tlet positionOffset,\n\t\tbone, boneTo, boneData,\n\t\tname;\n\n\tmixer.clipAction( clip ).play();\n\n\t// trim\n\n\tlet start = 0, end = numFrames;\n\n\tif ( options.trim !== undefined ) {\n\n\t\tstart = Math.round( options.trim[ 0 ] * options.fps );\n\t\tend = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start;\n\n\t\tmixer.update( options.trim[ 0 ] );\n\n\t} else {\n\n\t\tmixer.update( 0 );\n\n\t}\n\n\tsource.updateMatrixWorld();\n\n\t//\n\n\tfor ( let frame = 0; frame < end; ++ frame ) {\n\n\t\tconst time = frame * delta;\n\n\t\tretarget( target, source, options );\n\n\t\tfor ( let j = 0; j < bones.length; ++ j ) {\n\n\t\t\tbone = bones[ j ];\n\t\t\tname = getBoneName( bone, options ) || bone.name;\n\t\t\tboneTo = getBoneByName( name, source.skeleton );\n\n\t\t\tif ( boneTo ) {\n\n\t\t\t\tboneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };\n\n\t\t\t\tif ( options.hip === name ) {\n\n\t\t\t\t\tif ( ! boneData.pos ) {\n\n\t\t\t\t\t\tboneData.pos = {\n\t\t\t\t\t\t\ttimes: new Float32Array( end ),\n\t\t\t\t\t\t\tvalues: new Float32Array( end * 3 )\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( options.useFirstFramePosition ) {\n\n\t\t\t\t\t\tif ( frame === 0 ) {\n\n\t\t\t\t\t\t\tpositionOffset = bone.position.clone();\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbone.position.sub( positionOffset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneData.pos.times[ frame ] = time;\n\n\t\t\t\t\tbone.position.toArray( boneData.pos.values, frame * 3 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! boneData.quat ) {\n\n\t\t\t\t\tboneData.quat = {\n\t\t\t\t\t\ttimes: new Float32Array( end ),\n\t\t\t\t\t\tvalues: new Float32Array( end * 4 )\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tboneData.quat.times[ frame ] = time;\n\n\t\t\t\tbone.quaternion.toArray( boneData.quat.values, frame * 4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( frame === end - 2 ) {\n\n\t\t\t// last mixer update before final loop iteration\n\t\t\t// make sure we do not go over or equal to clip duration\n\t\t\tmixer.update( delta - 0.0000001 );\n\n\t\t} else {\n\n\t\t\tmixer.update( delta );\n\n\t\t}\n\n\t\tsource.updateMatrixWorld();\n\n\t}\n\n\tfor ( let i = 0; i < boneDatas.length; ++ i ) {\n\n\t\tboneData = boneDatas[ i ];\n\n\t\tif ( boneData ) {\n\n\t\t\tif ( boneData.pos ) {\n\n\t\t\t\tconvertedTracks.push( new VectorKeyframeTrack(\n\t\t\t\t\t'.bones[' + boneData.bone.name + '].position',\n\t\t\t\t\tboneData.pos.times,\n\t\t\t\t\tboneData.pos.values\n\t\t\t\t) );\n\n\t\t\t}\n\n\t\t\tconvertedTracks.push( new QuaternionKeyframeTrack(\n\t\t\t\t'.bones[' + boneData.bone.name + '].quaternion',\n\t\t\t\tboneData.quat.times,\n\t\t\t\tboneData.quat.values\n\t\t\t) );\n\n\t\t}\n\n\t}\n\n\tmixer.uncacheAction( clip );\n\n\treturn new AnimationClip( clip.name, - 1, convertedTracks );\n\n}\n\n/**\n * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are\n * correctly associated with their bones. Bones are also cloned, and must be descendants of the\n * object passed to this method. Other data, like geometries and materials, are reused by reference.\n *\n * @param {Object3D} source - The 3D object to clone.\n * @return {Object3D} The cloned 3D object.\n */\nfunction clone( source ) {\n\n\tconst sourceLookup = new Map();\n\tconst cloneLookup = new Map();\n\n\tconst clone = source.clone();\n\n\tparallelTraverse( source, clone, function ( sourceNode, clonedNode ) {\n\n\t\tsourceLookup.set( clonedNode, sourceNode );\n\t\tcloneLookup.set( sourceNode, clonedNode );\n\n\t} );\n\n\tclone.traverse( function ( node ) {\n\n\t\tif ( ! node.isSkinnedMesh ) return;\n\n\t\tconst clonedMesh = node;\n\t\tconst sourceMesh = sourceLookup.get( node );\n\t\tconst sourceBones = sourceMesh.skeleton.bones;\n\n\t\tclonedMesh.skeleton = sourceMesh.skeleton.clone();\n\t\tclonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );\n\n\t\tclonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {\n\n\t\t\treturn cloneLookup.get( bone );\n\n\t\t} );\n\n\t\tclonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );\n\n\t} );\n\n\treturn clone;\n\n}\n\n// internal helper\n\nfunction getBoneByName( name, skeleton ) {\n\n\tfor ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) {\n\n\t\tif ( name === bones[ i ].name )\n\n\t\t\treturn bones[ i ];\n\n\t}\n\n}\n\nfunction getBones( skeleton ) {\n\n\treturn Array.isArray( skeleton ) ? skeleton : skeleton.bones;\n\n}\n\n\nfunction getHelperFromSkeleton( skeleton ) {\n\n\tconst source = new SkeletonHelper( skeleton.bones[ 0 ] );\n\tsource.skeleton = skeleton;\n\n\treturn source;\n\n}\n\nfunction parallelTraverse( a, b, callback ) {\n\n\tcallback( a, b );\n\n\tfor ( let i = 0; i < a.children.length; i ++ ) {\n\n\t\tparallelTraverse( a.children[ i ], b.children[ i ], callback );\n\n\t}\n\n}\n\n/**\n * Retarget options of `SkeletonUtils`.\n *\n * @typedef {Object} module:SkeletonUtils~RetargetOptions\n * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not.\n * @property {number} [fps] - The FPS of the clip.\n * @property {Object<string,string>} [names] - A dictionary for mapping target to source bone names.\n * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`.\n * @property {Array<number>} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end.\n * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not.\n * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not.\n * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not.\n * @property {string} [hip='hip'] - The name of the source's hip bone.\n * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence.\n * @property {number} [scale=1] - The scale.\n **/\n\nexport {\n\tretarget,\n\tretargetClip,\n\tclone,\n};\n"],"names":["clone","source","sourceLookup","Map","cloneLookup","parallelTraverse","sourceNode","clonedNode","set","traverse","node","isSkinnedMesh","clonedMesh","sourceMesh","get","sourceBones","skeleton","bones","bindMatrix","copy","map","bone","bind","a","b","callback","i","children","length"],"mappings":"AAmYA,SAASA,MAAOC,QAEf,MAAMC,aAAe,IAAIC,IACnBC,YAAc,IAAID,IAElBH,MAAQC,OAAOD,QA8BrB,OA5BAK,iBAAkBJ,OAAQD,MAAO,SAAWM,WAAYC,YAEvDL,aAAaM,IAAKD,WAAYD,YAC9BF,YAAYI,IAAKF,WAAYC,WAE9B,GAEAP,MAAMS,SAAU,SAAWC,MAE1B,IAAOA,KAAKC,cAAgB,OAE5B,MAAMC,WAAaF,KACbG,WAAaX,aAAaY,IAAKJ,MAC/BK,YAAcF,WAAWG,SAASC,MAExCL,WAAWI,SAAWH,WAAWG,SAAShB,QAC1CY,WAAWM,WAAWC,KAAMN,WAAWK,YAEvCN,WAAWI,SAASC,MAAQF,YAAYK,IAAK,SAAWC,MAEvD,OAAOjB,YAAYU,IAAKO,KAEzB,GAEAT,WAAWU,KAAMV,WAAWI,SAAUJ,WAAWM,WAElD,GAEOlB,KAER,CAgCA,SAASK,iBAAkBkB,EAAGC,EAAGC,UAEhCA,SAAUF,EAAGC,GAEb,IAAM,IAAIE,EAAI,EAAGA,EAAIH,EAAEI,SAASC,OAAQF,IAEvCrB,iBAAkBkB,EAAEI,SAAUD,GAAKF,EAAEG,SAAUD,GAAKD,SAItD","x_google_ignoreList":[0]}
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const DEG2RAD=Math.PI/180,RAD2DEG=180/Math.PI;function clamp(value,min,max){return Math.max(min,Math.min(max,value))}function euclideanModulo(n,m){return(n%m+m)%m}function degToRad(degrees){return degrees*DEG2RAD}function radToDeg(radians){return radians*RAD2DEG}export{DEG2RAD,RAD2DEG,clamp,degToRad,euclideanModulo,radToDeg};
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{"version":3,"file":"MathUtils.js","sources":["../../../../../../../../../../../../node_modules/three/src/math/MathUtils.js"],"sourcesContent":["import { warn } from '../utils.js';\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n/**\n * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)\n * (universally unique identifier).\n *\n * @return {string} The UUID.\n */\nfunction generateUUID() {\n\n\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\n/**\n * Clamps the given value between min and max.\n *\n * @param {number} value - The value to clamp.\n * @param {number} min - The min value.\n * @param {number} max - The max value.\n * @return {number} The clamped value.\n */\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n/**\n * Computes the Euclidean modulo of the given parameters that\n * is `( ( n % m ) + m ) % m`.\n *\n * @param {number} n - The first parameter.\n * @param {number} m - The second parameter.\n * @return {number} The Euclidean modulo.\n */\nfunction euclideanModulo( n, m ) {\n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n/**\n * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`\n * for the given value.\n *\n * @param {number} x - The value to be mapped.\n * @param {number} a1 - Minimum value for range A.\n * @param {number} a2 - Maximum value for range A.\n * @param {number} b1 - Minimum value for range B.\n * @param {number} b2 - Maximum value for range B.\n * @return {number} The mapped value.\n */\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n/**\n * Returns the percentage in the closed interval `[0, 1]` of the given value\n * between the start and end point.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} value - A value between start and end.\n * @return {number} The interpolation factor.\n */\nfunction inverseLerp( x, y, value ) {\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n/**\n * Returns a value linearly interpolated from two known points based on the given interval -\n * `t = 0` will return `x` and `t = 1` will return `y`.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {number} The interpolated value.\n */\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n/**\n * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta\n * time to maintain frame rate independent movement. For details, see\n * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).\n *\n * @param {number} x - The current point.\n * @param {number} y - The target point.\n * @param {number} lambda - A higher lambda value will make the movement more sudden,\n * and a lower value will make the movement more gradual.\n * @param {number} dt - Delta time in seconds.\n * @return {number} The interpolated value.\n */\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n/**\n * Returns a value that alternates between `0` and the given `length` parameter.\n *\n * @param {number} x - The value to pingpong.\n * @param {number} [length=1] - The positive value the function will pingpong to.\n * @return {number} The alternated value.\n */\nfunction pingpong( x, length = 1 ) {\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n/**\n * Returns a value in the range `[0,1]` that represents the percentage that `x` has\n * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to\n * the `min` and `max`.\n *\n * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.\n *\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\n/**\n * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)\n * that has zero 1st and 2nd order derivatives at x=0 and x=1.\n *\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n/**\n * Returns a random integer from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random integer.\n */\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n/**\n * Returns a random float from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random float.\n */\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n/**\n * Returns a random integer from `<-range/2, range/2>` interval.\n *\n * @param {number} range - Defines the value range.\n * @return {number} A random float.\n */\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n/**\n * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n *\n * @param {number} [s] - The integer seed.\n * @return {number} A random float.\n */\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\n/**\n * Converts degrees to radians.\n *\n * @param {number} degrees - A value in degrees.\n * @return {number} The converted value in radians.\n */\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\n/**\n * Converts radians to degrees.\n *\n * @param {number} radians - A value in radians.\n * @return {number} The converted value in degrees.\n */\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\n/**\n * Returns `true` if the given number is a power of two.\n *\n * @param {number} value - The value to check.\n * @return {boolean} Whether the given number is a power of two or not.\n */\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\n/**\n * Returns the smallest power of two that is greater than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for.\n * @return {number} The smallest power of two that is greater than or equal to the given number.\n */\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\n/**\n * Returns the largest power of two that is less than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for.\n * @return {number} The largest power of two that is less than or equal to the given number.\n */\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\n/**\n * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)\n * defined by the given angles and order.\n *\n * Rotations are applied to the axes in the order specified by order:\n * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.\n *\n * @param {Quaternion} q - The quaternion to set.\n * @param {number} a - The rotation applied to the first axis, in radians.\n * @param {number} b - The rotation applied to the second axis, in radians.\n * @param {number} c - The rotation applied to the third axis, in radians.\n * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.\n */\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\twarn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\n/**\n * Denormalizes the given value according to the given typed array.\n *\n * @param {number} value - The value to denormalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The denormalize (float) value in the range `[0,1]`.\n */\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\n/**\n * Normalizes the given value according to the given typed array.\n *\n * @param {number} value - The float value in the range `[0,1]` to normalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The normalize value.\n */\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\n/**\n * @class\n * @classdesc A collection of math utility functions.\n * @hideconstructor\n */\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\t/**\n\t * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)\n\t * (universally unique identifier).\n\t *\n\t * @static\n\t * @method\n\t * @return {string} The UUID.\n\t */\n\tgenerateUUID: generateUUID,\n\t/**\n\t * Clamps the given value between min and max.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to clamp.\n\t * @param {number} min - The min value.\n\t * @param {number} max - The max value.\n\t * @return {number} The clamped value.\n\t */\n\tclamp: clamp,\n\t/**\n\t * Computes the Euclidean modulo of the given parameters that\n\t * is `( ( n % m ) + m ) % m`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} n - The first parameter.\n\t * @param {number} m - The second parameter.\n\t * @return {number} The Euclidean modulo.\n\t */\n\teuclideanModulo: euclideanModulo,\n\t/**\n\t * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`\n\t * for the given value.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to be mapped.\n\t * @param {number} a1 - Minimum value for range A.\n\t * @param {number} a2 - Maximum value for range A.\n\t * @param {number} b1 - Minimum value for range B.\n\t * @param {number} b2 - Maximum value for range B.\n\t * @return {number} The mapped value.\n\t */\n\tmapLinear: mapLinear,\n\t/**\n\t * Returns the percentage in the closed interval `[0, 1]` of the given value\n\t * between the start and end point.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The start point\n\t * @param {number} y - The end point.\n\t * @param {number} value - A value between start and end.\n\t * @return {number} The interpolation factor.\n\t */\n\tinverseLerp: inverseLerp,\n\t/**\n\t * Returns a value linearly interpolated from two known points based on the given interval -\n\t * `t = 0` will return `x` and `t = 1` will return `y`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The start point\n\t * @param {number} y - The end point.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {number} The interpolated value.\n\t */\n\tlerp: lerp,\n\t/**\n\t * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta\n\t * time to maintain frame rate independent movement. For details, see\n\t * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The current point.\n\t * @param {number} y - The target point.\n\t * @param {number} lambda - A higher lambda value will make the movement more sudden,\n\t * and a lower value will make the movement more gradual.\n\t * @param {number} dt - Delta time in seconds.\n\t * @return {number} The interpolated value.\n\t */\n\tdamp: damp,\n\t/**\n\t * Returns a value that alternates between `0` and the given `length` parameter.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to pingpong.\n\t * @param {number} [length=1] - The positive value the function will pingpong to.\n\t * @return {number} The alternated value.\n\t */\n\tpingpong: pingpong,\n\t/**\n\t * Returns a value in the range `[0,1]` that represents the percentage that `x` has\n\t * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to\n\t * the `min` and `max`.\n\t *\n\t * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to evaluate based on its position between min and max.\n\t * @param {number} min - The min value. Any x value below min will be `0`.\n\t * @param {number} max - The max value. Any x value above max will be `1`.\n\t * @return {number} The alternated value.\n\t */\n\tsmoothstep: smoothstep,\n\t/**\n\t * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)\n\t * that has zero 1st and 2nd order derivatives at x=0 and x=1.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to evaluate based on its position between min and max.\n\t * @param {number} min - The min value. Any x value below min will be `0`.\n\t * @param {number} max - The max value. Any x value above max will be `1`.\n\t * @return {number} The alternated value.\n\t */\n\tsmootherstep: smootherstep,\n\t/**\n\t * Returns a random integer from `<low, high>` interval.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} low - The lower value boundary.\n\t * @param {number} high - The upper value boundary\n\t * @return {number} A random integer.\n\t */\n\trandInt: randInt,\n\t/**\n\t * Returns a random float from `<low, high>` interval.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} low - The lower value boundary.\n\t * @param {number} high - The upper value boundary\n\t * @return {number} A random float.\n\t */\n\trandFloat: randFloat,\n\t/**\n\t * Returns a random integer from `<-range/2, range/2>` interval.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} range - Defines the value range.\n\t * @return {number} A random float.\n\t */\n\trandFloatSpread: randFloatSpread,\n\t/**\n\t * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} [s] - The integer seed.\n\t * @return {number} A random float.\n\t */\n\tseededRandom: seededRandom,\n\t/**\n\t * Converts degrees to radians.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} degrees - A value in degrees.\n\t * @return {number} The converted value in radians.\n\t */\n\tdegToRad: degToRad,\n\t/**\n\t * Converts radians to degrees.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} radians - A value in radians.\n\t * @return {number} The converted value in degrees.\n\t */\n\tradToDeg: radToDeg,\n\t/**\n\t * Returns `true` if the given number is a power of two.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to check.\n\t * @return {boolean} Whether the given number is a power of two or not.\n\t */\n\tisPowerOfTwo: isPowerOfTwo,\n\t/**\n\t * Returns the smallest power of two that is greater than or equal to the given number.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to find a POT for.\n\t * @return {number} The smallest power of two that is greater than or equal to the given number.\n\t */\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\t/**\n\t * Returns the largest power of two that is less than or equal to the given number.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to find a POT for.\n\t * @return {number} The largest power of two that is less than or equal to the given number.\n\t */\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\t/**\n\t * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)\n\t * defined by the given angles and order.\n\t *\n\t * Rotations are applied to the axes in the order specified by order:\n\t * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.\n\t *\n\t * @static\n\t * @method\n\t * @param {Quaternion} q - The quaternion to set.\n\t * @param {number} a - The rotation applied to the first axis, in radians.\n\t * @param {number} b - The rotation applied to the second axis, in radians.\n\t * @param {number} c - The rotation applied to the third axis, in radians.\n\t * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.\n\t */\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\t/**\n\t * Normalizes the given value according to the given typed array.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The float value in the range `[0,1]` to normalize.\n\t * @param {TypedArray} array - The typed array that defines the data type of the value.\n\t * @return {number} The normalize value.\n\t */\n\tnormalize: normalize,\n\t/**\n\t * Denormalizes the given value according to the given typed array.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to denormalize.\n\t * @param {TypedArray} array - The typed array that defines the data type of the value.\n\t * @return {number} The denormalize (float) value in the range `[0,1]`.\n\t */\n\tdenormalize: denormalize\n};\n\nexport {\n\tDEG2RAD,\n\tRAD2DEG,\n\tgenerateUUID,\n\tclamp,\n\teuclideanModulo,\n\tmapLinear,\n\tinverseLerp,\n\tlerp,\n\tdamp,\n\tpingpong,\n\tsmoothstep,\n\tsmootherstep,\n\trandInt,\n\trandFloat,\n\trandFloatSpread,\n\tseededRandom,\n\tdegToRad,\n\tradToDeg,\n\tisPowerOfTwo,\n\tceilPowerOfTwo,\n\tfloorPowerOfTwo,\n\tsetQuaternionFromProperEuler,\n\tnormalize,\n\tdenormalize,\n\tMathUtils\n};\n"],"names":["DEG2RAD","Math","PI","RAD2DEG","clamp","value","min","max","euclideanModulo","n","m","degToRad","degrees","radToDeg","radians"],"mappings":"AAOK,MAACA,QAAUC,KAAKC,GAAK,IACpBC,QAAU,IAAMF,KAAKC,GAkC3B,SAASE,MAAOC,MAAOC,IAAKC,KAE3B,OAAON,KAAKM,IAAKD,IAAKL,KAAKK,IAAKC,IAAKF,OAEtC,CAUA,SAASG,gBAAiBC,EAAGC,GAI5B,OAAWD,EAAIC,EAAMA,GAAMA,CAE5B,CAyMA,SAASC,SAAUC,SAElB,OAAOA,QAAUZ,OAElB,CAQA,SAASa,SAAUC,SAElB,OAAOA,QAAUX,OAElB","x_google_ignoreList":[0]}
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import{clamp}from"./MathUtils.js";import{warn}from"../utils.js";class Quaternion{constructor(x=0,y=0,z=0,w=1){this.isQuaternion=!0,this._x=x,this._y=y,this._z=z,this._w=w}static slerpFlat(dst,dstOffset,src0,srcOffset0,src1,srcOffset1,t){let x0=src0[srcOffset0+0],y0=src0[srcOffset0+1],z0=src0[srcOffset0+2],w0=src0[srcOffset0+3],x1=src1[srcOffset1+0],y1=src1[srcOffset1+1],z1=src1[srcOffset1+2],w1=src1[srcOffset1+3];if(t<=0)return dst[dstOffset+0]=x0,dst[dstOffset+1]=y0,dst[dstOffset+2]=z0,void(dst[dstOffset+3]=w0);if(t>=1)return dst[dstOffset+0]=x1,dst[dstOffset+1]=y1,dst[dstOffset+2]=z1,void(dst[dstOffset+3]=w1);if(w0!==w1||x0!==x1||y0!==y1||z0!==z1){let dot=x0*x1+y0*y1+z0*z1+w0*w1;dot<0&&(x1=-x1,y1=-y1,z1=-z1,w1=-w1,dot=-dot);let s=1-t;if(dot<.9995){const theta=Math.acos(dot),sin=Math.sin(theta);s=Math.sin(s*theta)/sin,x0=x0*s+x1*(t=Math.sin(t*theta)/sin),y0=y0*s+y1*t,z0=z0*s+z1*t,w0=w0*s+w1*t}else{x0=x0*s+x1*t,y0=y0*s+y1*t,z0=z0*s+z1*t,w0=w0*s+w1*t;const f=1/Math.sqrt(x0*x0+y0*y0+z0*z0+w0*w0);x0*=f,y0*=f,z0*=f,w0*=f}}dst[dstOffset]=x0,dst[dstOffset+1]=y0,dst[dstOffset+2]=z0,dst[dstOffset+3]=w0}static multiplyQuaternionsFlat(dst,dstOffset,src0,srcOffset0,src1,srcOffset1){const x0=src0[srcOffset0],y0=src0[srcOffset0+1],z0=src0[srcOffset0+2],w0=src0[srcOffset0+3],x1=src1[srcOffset1],y1=src1[srcOffset1+1],z1=src1[srcOffset1+2],w1=src1[srcOffset1+3];return dst[dstOffset]=x0*w1+w0*x1+y0*z1-z0*y1,dst[dstOffset+1]=y0*w1+w0*y1+z0*x1-x0*z1,dst[dstOffset+2]=z0*w1+w0*z1+x0*y1-y0*x1,dst[dstOffset+3]=w0*w1-x0*x1-y0*y1-z0*z1,dst}get x(){return this._x}set x(value){this._x=value,this._onChangeCallback()}get y(){return this._y}set y(value){this._y=value,this._onChangeCallback()}get z(){return this._z}set z(value){this._z=value,this._onChangeCallback()}get w(){return this._w}set w(value){this._w=value,this._onChangeCallback()}set(x,y,z,w){return this._x=x,this._y=y,this._z=z,this._w=w,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(quaternion){return this._x=quaternion.x,this._y=quaternion.y,this._z=quaternion.z,this._w=quaternion.w,this._onChangeCallback(),this}setFromEuler(euler,update=!0){const x=euler._x,y=euler._y,z=euler._z,order=euler._order,cos=Math.cos,sin=Math.sin,c1=cos(x/2),c2=cos(y/2),c3=cos(z/2),s1=sin(x/2),s2=sin(y/2),s3=sin(z/2);switch(order){case"XYZ":this._x=s1*c2*c3+c1*s2*s3,this._y=c1*s2*c3-s1*c2*s3,this._z=c1*c2*s3+s1*s2*c3,this._w=c1*c2*c3-s1*s2*s3;break;case"YXZ":this._x=s1*c2*c3+c1*s2*s3,this._y=c1*s2*c3-s1*c2*s3,this._z=c1*c2*s3-s1*s2*c3,this._w=c1*c2*c3+s1*s2*s3;break;case"ZXY":this._x=s1*c2*c3-c1*s2*s3,this._y=c1*s2*c3+s1*c2*s3,this._z=c1*c2*s3+s1*s2*c3,this._w=c1*c2*c3-s1*s2*s3;break;case"ZYX":this._x=s1*c2*c3-c1*s2*s3,this._y=c1*s2*c3+s1*c2*s3,this._z=c1*c2*s3-s1*s2*c3,this._w=c1*c2*c3+s1*s2*s3;break;case"YZX":this._x=s1*c2*c3+c1*s2*s3,this._y=c1*s2*c3+s1*c2*s3,this._z=c1*c2*s3-s1*s2*c3,this._w=c1*c2*c3-s1*s2*s3;break;case"XZY":this._x=s1*c2*c3-c1*s2*s3,this._y=c1*s2*c3-s1*c2*s3,this._z=c1*c2*s3+s1*s2*c3,this._w=c1*c2*c3+s1*s2*s3;break;default:warn("Quaternion: .setFromEuler() encountered an unknown order: "+order)}return!0===update&&this._onChangeCallback(),this}setFromAxisAngle(axis,angle){const halfAngle=angle/2,s=Math.sin(halfAngle);return this._x=axis.x*s,this._y=axis.y*s,this._z=axis.z*s,this._w=Math.cos(halfAngle),this._onChangeCallback(),this}setFromRotationMatrix(m){const te=m.elements,m11=te[0],m12=te[4],m13=te[8],m21=te[1],m22=te[5],m23=te[9],m31=te[2],m32=te[6],m33=te[10],trace=m11+m22+m33;if(trace>0){const s=.5/Math.sqrt(trace+1);this._w=.25/s,this._x=(m32-m23)*s,this._y=(m13-m31)*s,this._z=(m21-m12)*s}else if(m11>m22&&m11>m33){const s=2*Math.sqrt(1+m11-m22-m33);this._w=(m32-m23)/s,this._x=.25*s,this._y=(m12+m21)/s,this._z=(m13+m31)/s}else if(m22>m33){const s=2*Math.sqrt(1+m22-m11-m33);this._w=(m13-m31)/s,this._x=(m12+m21)/s,this._y=.25*s,this._z=(m23+m32)/s}else{const s=2*Math.sqrt(1+m33-m11-m22);this._w=(m21-m12)/s,this._x=(m13+m31)/s,this._y=(m23+m32)/s,this._z=.25*s}return this._onChangeCallback(),this}setFromUnitVectors(vFrom,vTo){let r=vFrom.dot(vTo)+1;return r<1e-8?(r=0,Math.abs(vFrom.x)>Math.abs(vFrom.z)?(this._x=-vFrom.y,this._y=vFrom.x,this._z=0,this._w=r):(this._x=0,this._y=-vFrom.z,this._z=vFrom.y,this._w=r)):(this._x=vFrom.y*vTo.z-vFrom.z*vTo.y,this._y=vFrom.z*vTo.x-vFrom.x*vTo.z,this._z=vFrom.x*vTo.y-vFrom.y*vTo.x,this._w=r),this.normalize()}angleTo(q){return 2*Math.acos(Math.abs(clamp(this.dot(q),-1,1)))}rotateTowards(q,step){const angle=this.angleTo(q);if(0===angle)return this;const t=Math.min(1,step/angle);return this.slerp(q,t),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(v){return this._x*v._x+this._y*v._y+this._z*v._z+this._w*v._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let l=this.length();return 0===l?(this._x=0,this._y=0,this._z=0,this._w=1):(l=1/l,this._x=this._x*l,this._y=this._y*l,this._z=this._z*l,this._w=this._w*l),this._onChangeCallback(),this}multiply(q){return this.multiplyQuaternions(this,q)}premultiply(q){return this.multiplyQuaternions(q,this)}multiplyQuaternions(a,b){const qax=a._x,qay=a._y,qaz=a._z,qaw=a._w,qbx=b._x,qby=b._y,qbz=b._z,qbw=b._w;return this._x=qax*qbw+qaw*qbx+qay*qbz-qaz*qby,this._y=qay*qbw+qaw*qby+qaz*qbx-qax*qbz,this._z=qaz*qbw+qaw*qbz+qax*qby-qay*qbx,this._w=qaw*qbw-qax*qbx-qay*qby-qaz*qbz,this._onChangeCallback(),this}slerp(qb,t){if(t<=0)return this;if(t>=1)return this.copy(qb);let x=qb._x,y=qb._y,z=qb._z,w=qb._w,dot=this.dot(qb);dot<0&&(x=-x,y=-y,z=-z,w=-w,dot=-dot);let s=1-t;if(dot<.9995){const theta=Math.acos(dot),sin=Math.sin(theta);s=Math.sin(s*theta)/sin,t=Math.sin(t*theta)/sin,this._x=this._x*s+x*t,this._y=this._y*s+y*t,this._z=this._z*s+z*t,this._w=this._w*s+w*t,this._onChangeCallback()}else this._x=this._x*s+x*t,this._y=this._y*s+y*t,this._z=this._z*s+z*t,this._w=this._w*s+w*t,this.normalize();return this}slerpQuaternions(qa,qb,t){return this.copy(qa).slerp(qb,t)}random(){const theta1=2*Math.PI*Math.random(),theta2=2*Math.PI*Math.random(),x0=Math.random(),r1=Math.sqrt(1-x0),r2=Math.sqrt(x0);return this.set(r1*Math.sin(theta1),r1*Math.cos(theta1),r2*Math.sin(theta2),r2*Math.cos(theta2))}equals(quaternion){return quaternion._x===this._x&&quaternion._y===this._y&&quaternion._z===this._z&&quaternion._w===this._w}fromArray(array,offset=0){return this._x=array[offset],this._y=array[offset+1],this._z=array[offset+2],this._w=array[offset+3],this._onChangeCallback(),this}toArray(array=[],offset=0){return array[offset]=this._x,array[offset+1]=this._y,array[offset+2]=this._z,array[offset+3]=this._w,array}fromBufferAttribute(attribute,index){return this._x=attribute.getX(index),this._y=attribute.getY(index),this._z=attribute.getZ(index),this._w=attribute.getW(index),this._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(callback){return this._onChangeCallback=callback,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}export{Quaternion};
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{"version":3,"file":"Quaternion.js","sources":["../../../../../../../../../../../../node_modules/three/src/math/Quaternion.js"],"sourcesContent":["import { clamp } from './MathUtils.js';\nimport { warn } from '../utils.js';\n\n/**\n * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.\n *\n * Iterating through a vector instance will yield its components `(x, y, z, w)` in\n * the corresponding order.\n *\n * Note that three.js expects Quaternions to be normalized.\n * ```js\n * const quaternion = new THREE.Quaternion();\n * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );\n *\n * const vector = new THREE.Vector3( 1, 0, 0 );\n * vector.applyQuaternion( quaternion );\n * ```\n */\nclass Quaternion {\n\n\t/**\n\t * Constructs a new quaternion.\n\t *\n\t * @param {number} [x=0] - The x value of this quaternion.\n\t * @param {number} [y=0] - The y value of this quaternion.\n\t * @param {number} [z=0] - The z value of this quaternion.\n\t * @param {number} [w=1] - The w value of this quaternion.\n\t */\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\t/**\n\t * Interpolates between two quaternions via SLERP. This implementation assumes the\n\t * quaternion data are managed in flat arrays.\n\t *\n\t * @param {Array<number>} dst - The destination array.\n\t * @param {number} dstOffset - An offset into the destination array.\n\t * @param {Array<number>} src0 - The source array of the first quaternion.\n\t * @param {number} srcOffset0 - An offset into the first source array.\n\t * @param {Array<number>} src1 - The source array of the second quaternion.\n\t * @param {number} srcOffset1 - An offset into the second source array.\n\t * @param {number} t - The interpolation factor in the range `[0,1]`.\n\t * @see {@link Quaternion#slerp}\n\t */\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tlet x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t <= 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t >= 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;\n\n\t\t\tif ( dot < 0 ) {\n\n\t\t\t\tx1 = - x1;\n\t\t\t\ty1 = - y1;\n\t\t\t\tz1 = - z1;\n\t\t\t\tw1 = - w1;\n\n\t\t\t\tdot = - dot;\n\n\t\t\t}\n\n\t\t\tlet s = 1 - t;\n\n\t\t\tif ( dot < 0.9995 ) {\n\n\t\t\t\t// slerp\n\n\t\t\t\tconst theta = Math.acos( dot );\n\t\t\t\tconst sin = Math.sin( theta );\n\n\t\t\t\ts = Math.sin( s * theta ) / sin;\n\t\t\t\tt = Math.sin( t * theta ) / sin;\n\n\t\t\t\tx0 = x0 * s + x1 * t;\n\t\t\t\ty0 = y0 * s + y1 * t;\n\t\t\t\tz0 = z0 * s + z1 * t;\n\t\t\t\tw0 = w0 * s + w1 * t;\n\n\t\t\t} else {\n\n\t\t\t\t// for small angles, lerp then normalize\n\n\t\t\t\tx0 = x0 * s + x1 * t;\n\t\t\t\ty0 = y0 * s + y1 * t;\n\t\t\t\tz0 = z0 * s + z1 * t;\n\t\t\t\tw0 = w0 * s + w1 * t;\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\t/**\n\t * Multiplies two quaternions. This implementation assumes the quaternion data are managed\n\t * in flat arrays.\n\t *\n\t * @param {Array<number>} dst - The destination array.\n\t * @param {number} dstOffset - An offset into the destination array.\n\t * @param {Array<number>} src0 - The source array of the first quaternion.\n\t * @param {number} srcOffset0 - An offset into the first source array.\n\t * @param {Array<number>} src1 - The source array of the second quaternion.\n\t * @param {number} srcOffset1 - An offset into the second source array.\n\t * @return {Array<number>} The destination array.\n\t * @see {@link Quaternion#multiplyQuaternions}.\n\t */\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\t/**\n\t * The x value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * The y value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * The z value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * The w value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 1\n\t */\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * Sets the quaternion components.\n\t *\n\t * @param {number} x - The x value of this quaternion.\n\t * @param {number} y - The y value of this quaternion.\n\t * @param {number} z - The z value of this quaternion.\n\t * @param {number} w - The w value of this quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns a new quaternion with copied values from this instance.\n\t *\n\t * @return {Quaternion} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\t/**\n\t * Copies the values of the given quaternion to this instance.\n\t *\n\t * @param {Quaternion} quaternion - The quaternion to copy.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion from the rotation specified by the given\n\t * Euler angles.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\twarn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion from the given axis and angle.\n\t *\n\t * @param {Vector3} axis - The normalized axis.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion from the given rotation matrix.\n\t *\n\t * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion to the rotation required to rotate the direction vector\n\t * `vFrom` to the direction vector `vTo`.\n\t *\n\t * @param {Vector3} vFrom - The first (normalized) direction vector.\n\t * @param {Vector3} vTo - The second (normalized) direction vector.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < 1e-8 ) { // the epsilon value has been discussed in #31286\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\t/**\n\t * Returns the angle between this quaternion and the given one in radians.\n\t *\n\t * @param {Quaternion} q - The quaternion to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\t/**\n\t * Rotates this quaternion by a given angular step to the given quaternion.\n\t * The method ensures that the final quaternion will not overshoot `q`.\n\t *\n\t * @param {Quaternion} q - The target quaternion.\n\t * @param {number} step - The angular step in radians.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion to the identity quaternion; that is, to the\n\t * quaternion that represents \"no rotation\".\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\t/**\n\t * Inverts this quaternion via {@link Quaternion#conjugate}. The\n\t * quaternion is assumed to have unit length.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tinvert() {\n\n\t\treturn this.conjugate();\n\n\t}\n\n\t/**\n\t * Returns the rotational conjugate of this quaternion. The conjugate of a\n\t * quaternion represents the same rotation in the opposite direction about\n\t * the rotational axis.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the dot product of this quaternion and the given one.\n\t *\n\t * @param {Quaternion} v - The quaternion to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\t/**\n\t * Computes the squared Euclidean length (straight-line length) of this quaternion,\n\t * considered as a 4 dimensional vector. This can be useful if you are comparing the\n\t * lengths of two quaternions, as this is a slightly more efficient calculation than\n\t * {@link Quaternion#length}.\n\t *\n\t * @return {number} The squared Euclidean length.\n\t */\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\t/**\n\t * Computes the Euclidean length (straight-line length) of this quaternion,\n\t * considered as a 4 dimensional vector.\n\t *\n\t * @return {number} The Euclidean length.\n\t */\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\t/**\n\t * Normalizes this quaternion - that is, calculated the quaternion that performs\n\t * the same rotation as this one, but has a length equal to `1`.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies this quaternion by the given one.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\t/**\n\t * Pre-multiplies this quaternion by the given one.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\t/**\n\t * Multiplies the given quaternions and stores the result in this instance.\n\t *\n\t * @param {Quaternion} a - The first quaternion.\n\t * @param {Quaternion} b - The second quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Performs a spherical linear interpolation between quaternions.\n\t *\n\t * @param {Quaternion} qb - The target quaternion.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tslerp( qb, t ) {\n\n\t\tif ( t <= 0 ) return this;\n\n\t\tif ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()\n\n\t\tlet x = qb._x, y = qb._y, z = qb._z, w = qb._w;\n\n\t\tlet dot = this.dot( qb );\n\n\t\tif ( dot < 0 ) {\n\n\t\t\tx = - x;\n\t\t\ty = - y;\n\t\t\tz = - z;\n\t\t\tw = - w;\n\n\t\t\tdot = - dot;\n\n\t\t}\n\n\t\tlet s = 1 - t;\n\n\t\tif ( dot < 0.9995 ) {\n\n\t\t\t// slerp\n\n\t\t\tconst theta = Math.acos( dot );\n\t\t\tconst sin = Math.sin( theta );\n\n\t\t\ts = Math.sin( s * theta ) / sin;\n\t\t\tt = Math.sin( t * theta ) / sin;\n\n\t\t\tthis._x = this._x * s + x * t;\n\t\t\tthis._y = this._y * s + y * t;\n\t\t\tthis._z = this._z * s + z * t;\n\t\t\tthis._w = this._w * s + w * t;\n\n\t\t\tthis._onChangeCallback();\n\n\t\t} else {\n\n\t\t\t// for small angles, lerp then normalize\n\n\t\t\tthis._x = this._x * s + x * t;\n\t\t\tthis._y = this._y * s + y * t;\n\t\t\tthis._z = this._z * s + z * t;\n\t\t\tthis._w = this._w * s + w * t;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Performs a spherical linear interpolation between the given quaternions\n\t * and stores the result in this quaternion.\n\t *\n\t * @param {Quaternion} qa - The source quaternion.\n\t * @param {Quaternion} qb - The target quaternion.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\t/**\n\t * Sets this quaternion to a uniformly random, normalized quaternion.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\trandom() {\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\t/**\n\t * Returns `true` if this quaternion is equal with the given one.\n\t *\n\t * @param {Quaternion} quaternion - The quaternion to test for equality.\n\t * @return {boolean} Whether this quaternion is equal with the given one.\n\t */\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\t/**\n\t * Sets this quaternion's components from the given array.\n\t *\n\t * @param {Array<number>} array - An array holding the quaternion component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Writes the components of this quaternion to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the quaternion components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The quaternion components.\n\t */\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\t/**\n\t * Sets the components of this quaternion from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * This methods defines the serialization result of this class. 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package/dist/home/runner/work/anarchy-engine/anarchy-engine/node_modules/three/src/math/Vector3.js
DELETED
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@@ -1,2 +0,0 @@
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1
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import{clamp}from"./MathUtils.js";import{Quaternion}from"./Quaternion.js";class Vector3{constructor(x=0,y=0,z=0){Vector3.prototype.isVector3=!0,this.x=x,this.y=y,this.z=z}set(x,y,z){return void 0===z&&(z=this.z),this.x=x,this.y=y,this.z=z,this}setScalar(scalar){return this.x=scalar,this.y=scalar,this.z=scalar,this}setX(x){return this.x=x,this}setY(y){return this.y=y,this}setZ(z){return this.z=z,this}setComponent(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;case 2:this.z=value;break;default:throw new Error("index is out of range: "+index)}return this}getComponent(index){switch(index){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+index)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(v){return this.x=v.x,this.y=v.y,this.z=v.z,this}add(v){return this.x+=v.x,this.y+=v.y,this.z+=v.z,this}addScalar(s){return this.x+=s,this.y+=s,this.z+=s,this}addVectors(a,b){return this.x=a.x+b.x,this.y=a.y+b.y,this.z=a.z+b.z,this}addScaledVector(v,s){return this.x+=v.x*s,this.y+=v.y*s,this.z+=v.z*s,this}sub(v){return this.x-=v.x,this.y-=v.y,this.z-=v.z,this}subScalar(s){return this.x-=s,this.y-=s,this.z-=s,this}subVectors(a,b){return this.x=a.x-b.x,this.y=a.y-b.y,this.z=a.z-b.z,this}multiply(v){return this.x*=v.x,this.y*=v.y,this.z*=v.z,this}multiplyScalar(scalar){return this.x*=scalar,this.y*=scalar,this.z*=scalar,this}multiplyVectors(a,b){return this.x=a.x*b.x,this.y=a.y*b.y,this.z=a.z*b.z,this}applyEuler(euler){return this.applyQuaternion(_quaternion.setFromEuler(euler))}applyAxisAngle(axis,angle){return this.applyQuaternion(_quaternion.setFromAxisAngle(axis,angle))}applyMatrix3(m){const x=this.x,y=this.y,z=this.z,e=m.elements;return this.x=e[0]*x+e[3]*y+e[6]*z,this.y=e[1]*x+e[4]*y+e[7]*z,this.z=e[2]*x+e[5]*y+e[8]*z,this}applyNormalMatrix(m){return this.applyMatrix3(m).normalize()}applyMatrix4(m){const x=this.x,y=this.y,z=this.z,e=m.elements,w=1/(e[3]*x+e[7]*y+e[11]*z+e[15]);return this.x=(e[0]*x+e[4]*y+e[8]*z+e[12])*w,this.y=(e[1]*x+e[5]*y+e[9]*z+e[13])*w,this.z=(e[2]*x+e[6]*y+e[10]*z+e[14])*w,this}applyQuaternion(q){const vx=this.x,vy=this.y,vz=this.z,qx=q.x,qy=q.y,qz=q.z,qw=q.w,tx=2*(qy*vz-qz*vy),ty=2*(qz*vx-qx*vz),tz=2*(qx*vy-qy*vx);return this.x=vx+qw*tx+qy*tz-qz*ty,this.y=vy+qw*ty+qz*tx-qx*tz,this.z=vz+qw*tz+qx*ty-qy*tx,this}project(camera){return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix)}unproject(camera){return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld)}transformDirection(m){const x=this.x,y=this.y,z=this.z,e=m.elements;return this.x=e[0]*x+e[4]*y+e[8]*z,this.y=e[1]*x+e[5]*y+e[9]*z,this.z=e[2]*x+e[6]*y+e[10]*z,this.normalize()}divide(v){return this.x/=v.x,this.y/=v.y,this.z/=v.z,this}divideScalar(scalar){return this.multiplyScalar(1/scalar)}min(v){return this.x=Math.min(this.x,v.x),this.y=Math.min(this.y,v.y),this.z=Math.min(this.z,v.z),this}max(v){return this.x=Math.max(this.x,v.x),this.y=Math.max(this.y,v.y),this.z=Math.max(this.z,v.z),this}clamp(min,max){return this.x=clamp(this.x,min.x,max.x),this.y=clamp(this.y,min.y,max.y),this.z=clamp(this.z,min.z,max.z),this}clampScalar(minVal,maxVal){return this.x=clamp(this.x,minVal,maxVal),this.y=clamp(this.y,minVal,maxVal),this.z=clamp(this.z,minVal,maxVal),this}clampLength(min,max){const length=this.length();return this.divideScalar(length||1).multiplyScalar(clamp(length,min,max))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(v){return this.x*v.x+this.y*v.y+this.z*v.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(length){return this.normalize().multiplyScalar(length)}lerp(v,alpha){return this.x+=(v.x-this.x)*alpha,this.y+=(v.y-this.y)*alpha,this.z+=(v.z-this.z)*alpha,this}lerpVectors(v1,v2,alpha){return this.x=v1.x+(v2.x-v1.x)*alpha,this.y=v1.y+(v2.y-v1.y)*alpha,this.z=v1.z+(v2.z-v1.z)*alpha,this}cross(v){return this.crossVectors(this,v)}crossVectors(a,b){const ax=a.x,ay=a.y,az=a.z,bx=b.x,by=b.y,bz=b.z;return this.x=ay*bz-az*by,this.y=az*bx-ax*bz,this.z=ax*by-ay*bx,this}projectOnVector(v){const denominator=v.lengthSq();if(0===denominator)return this.set(0,0,0);const scalar=v.dot(this)/denominator;return this.copy(v).multiplyScalar(scalar)}projectOnPlane(planeNormal){return _vector.copy(this).projectOnVector(planeNormal),this.sub(_vector)}reflect(normal){return this.sub(_vector.copy(normal).multiplyScalar(2*this.dot(normal)))}angleTo(v){const denominator=Math.sqrt(this.lengthSq()*v.lengthSq());if(0===denominator)return Math.PI/2;const theta=this.dot(v)/denominator;return Math.acos(clamp(theta,-1,1))}distanceTo(v){return Math.sqrt(this.distanceToSquared(v))}distanceToSquared(v){const dx=this.x-v.x,dy=this.y-v.y,dz=this.z-v.z;return dx*dx+dy*dy+dz*dz}manhattanDistanceTo(v){return Math.abs(this.x-v.x)+Math.abs(this.y-v.y)+Math.abs(this.z-v.z)}setFromSpherical(s){return this.setFromSphericalCoords(s.radius,s.phi,s.theta)}setFromSphericalCoords(radius,phi,theta){const sinPhiRadius=Math.sin(phi)*radius;return this.x=sinPhiRadius*Math.sin(theta),this.y=Math.cos(phi)*radius,this.z=sinPhiRadius*Math.cos(theta),this}setFromCylindrical(c){return this.setFromCylindricalCoords(c.radius,c.theta,c.y)}setFromCylindricalCoords(radius,theta,y){return this.x=radius*Math.sin(theta),this.y=y,this.z=radius*Math.cos(theta),this}setFromMatrixPosition(m){const e=m.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(m){const sx=this.setFromMatrixColumn(m,0).length(),sy=this.setFromMatrixColumn(m,1).length(),sz=this.setFromMatrixColumn(m,2).length();return this.x=sx,this.y=sy,this.z=sz,this}setFromMatrixColumn(m,index){return this.fromArray(m.elements,4*index)}setFromMatrix3Column(m,index){return this.fromArray(m.elements,3*index)}setFromEuler(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}setFromColor(c){return this.x=c.r,this.y=c.g,this.z=c.b,this}equals(v){return v.x===this.x&&v.y===this.y&&v.z===this.z}fromArray(array,offset=0){return this.x=array[offset],this.y=array[offset+1],this.z=array[offset+2],this}toArray(array=[],offset=0){return array[offset]=this.x,array[offset+1]=this.y,array[offset+2]=this.z,array}fromBufferAttribute(attribute,index){return this.x=attribute.getX(index),this.y=attribute.getY(index),this.z=attribute.getZ(index),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const theta=Math.random()*Math.PI*2,u=2*Math.random()-1,c=Math.sqrt(1-u*u);return this.x=c*Math.cos(theta),this.y=u,this.z=c*Math.sin(theta),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const _vector=new Vector3,_quaternion=new Quaternion;export{Vector3};
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{"version":3,"file":"Vector3.js","sources":["../../../../../../../../../../../../node_modules/three/src/math/Vector3.js"],"sourcesContent":["import { clamp } from './MathUtils.js';\nimport { Quaternion } from './Quaternion.js';\n\n/**\n * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers\n * (labeled x, y and z), which can be used to represent a number of things, such as:\n *\n * - A point in 3D space.\n * - A direction and length in 3D space. In three.js the length will\n * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`\n * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.\n * - Any arbitrary ordered triplet of numbers.\n *\n * There are other things a 3D vector can be used to represent, such as\n * momentum vectors and so on, however these are the most\n * common uses in three.js.\n *\n * Iterating through a vector instance will yield its components `(x, y, z)` in\n * the corresponding order.\n * ```js\n * const a = new THREE.Vector3( 0, 1, 0 );\n *\n * //no arguments; will be initialised to (0, 0, 0)\n * const b = new THREE.Vector3( );\n *\n * const d = a.distanceTo( b );\n * ```\n */\nclass Vector3 {\n\n\t/**\n\t * Constructs a new 3D vector.\n\t *\n\t * @param {number} [x=0] - The x value of this vector.\n\t * @param {number} [y=0] - The y value of this vector.\n\t * @param {number} [z=0] - The z value of this vector.\n\t */\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tVector3.prototype.isVector3 = true;\n\n\t\t/**\n\t\t * The x value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.x = x;\n\n\t\t/**\n\t\t * The y value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.y = y;\n\n\t\t/**\n\t\t * The z value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.z = z;\n\n\t}\n\n\t/**\n\t * Sets the vector components.\n\t *\n\t * @param {number} x - The value of the x component.\n\t * @param {number} y - The value of the y component.\n\t * @param {number} z - The value of the z component.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the same value.\n\t *\n\t * @param {number} scalar - The value to set for all vector components.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's x component to the given value\n\t *\n\t * @param {number} x - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's y component to the given value\n\t *\n\t * @param {number} y - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's z component to the given value\n\t *\n\t * @param {number} z - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Allows to set a vector component with an index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n\t * @param {number} value - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns the value of the vector component which matches the given index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n\t * @return {number} A vector component value.\n\t */\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Returns a new vector with copied values from this instance.\n\t *\n\t * @return {Vector3} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\t/**\n\t * Copies the values of the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to copy.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to add.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given scalar value to all components of this instance.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vector scaled by the given factor to this instance.\n\t *\n\t * @param {Vector3|Vector4} v - The vector.\n\t * @param {number} s - The factor that scales `v`.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given vector from this instance.\n\t *\n\t * @param {Vector3} v - The vector to subtract.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given scalar value from all components of this instance.\n\t *\n\t * @param {number} s - The scalar to subtract.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to multiply.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given scalar value with all components of this instance.\n\t *\n\t * @param {number} scalar - The scalar to multiply.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Applies the given Euler rotation to this vector.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\t/**\n\t * Applies a rotation specified by an axis and an angle to this vector.\n\t *\n\t * @param {Vector3} axis - A normalized vector representing the rotation axis.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\t/**\n\t * Multiplies this vector with the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies this vector by the given normal matrix and normalizes\n\t * the result.\n\t *\n\t * @param {Matrix3} m - The normal matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\t/**\n\t * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and\n\t * divides by perspective.\n\t *\n\t * @param {Matrix4} m - The matrix to apply.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Applies the given Quaternion to this vector.\n\t *\n\t * @param {Quaternion} q - The Quaternion.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Projects this vector from world space into the camera's normalized\n\t * device coordinate (NDC) space.\n\t *\n\t * @param {Camera} camera - The camera.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\t/**\n\t * Unprojects this vector from the camera's normalized device coordinate (NDC)\n\t * space into world space.\n\t *\n\t * @param {Camera} camera - The camera.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\t/**\n\t * Transforms the direction of this vector by a matrix (the upper left 3 x 3\n\t * subset of the given 4x4 matrix and then normalizes the result.\n\t *\n\t * @param {Matrix4} m - The matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\t/**\n\t * Divides this instance by the given vector.\n\t *\n\t * @param {Vector3} v - The vector to divide.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Divides this vector by the given scalar.\n\t *\n\t * @param {number} scalar - The scalar to divide.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z value is greater than the given vector's x, y or z\n\t * value, replace that value with the corresponding min value.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z value is less than the given vector's x, y or z\n\t * value, replace that value with the corresponding max value.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z value is greater than the max vector's x, y or z\n\t * value, it is replaced by the corresponding value.\n\t * If this vector's x, y or z value is less than the min vector's x, y or z value,\n\t * it is replaced by the corresponding value.\n\t *\n\t * @param {Vector3} min - The minimum x, y and z values.\n\t * @param {Vector3} max - The maximum x, y and z values in the desired range.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = clamp( this.x, min.x, max.x );\n\t\tthis.y = clamp( this.y, min.y, max.y );\n\t\tthis.z = clamp( this.z, min.z, max.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z values are greater than the max value, they are\n\t * replaced by the max value.\n\t * If this vector's x, y or z values are less than the min value, they are\n\t * replaced by the min value.\n\t *\n\t * @param {number} minVal - The minimum value the components will be clamped to.\n\t * @param {number} maxVal - The maximum value the components will be clamped to.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = clamp( this.x, minVal, maxVal );\n\t\tthis.y = clamp( this.y, minVal, maxVal );\n\t\tthis.z = clamp( this.z, minVal, maxVal );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's length is greater than the max value, it is replaced by\n\t * the max value.\n\t * If this vector's length is less than the min value, it is replaced by the\n\t * min value.\n\t *\n\t * @param {number} min - The minimum value the vector length will be clamped to.\n\t * @param {number} max - The maximum value the vector length will be clamped to.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded down to the nearest integer value.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded up to the nearest integer value.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded to the nearest integer value\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded towards zero (up if negative,\n\t * down if positive) to an integer value.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the dot product of the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t/**\n\t * Computes the square of the Euclidean length (straight-line length) from\n\t * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should\n\t * compare the length squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @return {number} The square length of this vector.\n\t */\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\t/**\n\t * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).\n\t *\n\t * @return {number} The length of this vector.\n\t */\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\t/**\n\t * Computes the Manhattan length of this vector.\n\t *\n\t * @return {number} The length of this vector.\n\t */\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\t/**\n\t * Converts this vector to a unit vector - that is, sets it equal to a vector\n\t * with the same direction as this one, but with a vector length of `1`.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\t/**\n\t * Sets this vector to a vector with the same direction as this one, but\n\t * with the specified length.\n\t *\n\t * @param {number} length - The new length of this vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\t/**\n\t * Linearly interpolates between the given vector and this instance, where\n\t * alpha is the percent distance along the line - alpha = 0 will be this\n\t * vector, and alpha = 1 will be the given one.\n\t *\n\t * @param {Vector3} v - The vector to interpolate towards.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Linearly interpolates between the given vectors, where alpha is the percent\n\t * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n\t * be the second one. The result is stored in this instance.\n\t *\n\t * @param {Vector3} v1 - The first vector.\n\t * @param {Vector3} v2 - The second vector.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the cross product of the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the cross product with.\n\t * @return {Vector3} The result of the cross product.\n\t */\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\t/**\n\t * Calculates the cross product of the given vectors and stores the result\n\t * in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Projects this vector onto the given one.\n\t *\n\t * @param {Vector3} v - The vector to project to.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\t/**\n\t * Projects this vector onto a plane by subtracting this\n\t * vector projected onto the plane's normal from this vector.\n\t *\n\t * @param {Vector3} planeNormal - The plane normal.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\t/**\n\t * Reflects this vector off a plane orthogonal to the given normal vector.\n\t *\n\t * @param {Vector3} normal - The (normalized) normal vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\treflect( normal ) {\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\t/**\n\t * Returns the angle between the given vector and this instance in radians.\n\t *\n\t * @param {Vector3} v - The vector to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\t/**\n\t * Computes the distance from the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the distance to.\n\t * @return {number} The distance.\n\t */\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\t/**\n\t * Computes the squared distance from the given vector to this instance.\n\t * If you are just comparing the distance with another distance, you should compare\n\t * the distance squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @param {Vector3} v - The vector to compute the squared distance to.\n\t * @return {number} The squared distance.\n\t */\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\t/**\n\t * Computes the Manhattan distance from the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the Manhattan distance to.\n\t * @return {number} The Manhattan distance.\n\t */\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given spherical coordinates.\n\t *\n\t * @param {Spherical} s - The spherical coordinates.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given spherical coordinates.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} phi - The phi angle in radians.\n\t * @param {number} theta - The theta angle in radians.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given cylindrical coordinates.\n\t *\n\t * @param {Cylindrical} c - The cylindrical coordinates.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given cylindrical coordinates.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} theta - The theta angle in radians.\n\t * @param {number} y - The y value.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the position elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the scale elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components from the specified matrix column.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @param {number} index - The column index.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the specified matrix column.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @param {number} index - The column index.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given Euler angles.\n\t *\n\t * @param {Euler} e - The Euler angles to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components from the RGB components of the\n\t * given color.\n\t *\n\t * @param {Color} c - The color to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns `true` if this vector is equal with the given one.\n\t *\n\t * @param {Vector3} v - The vector to test for equality.\n\t * @return {boolean} Whether this vector is equal with the given one.\n\t */\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\t/**\n\t * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`\n\t * and z value to be `array[ offset + 2 ]`.\n\t *\n\t * @param {Array<number>} array - An array holding the vector component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Writes the components of this vector to the given array. 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{"version":3,"file":"utils.js","sources":["../../../../../../../../../../../node_modules/three/src/utils.js"],"sourcesContent":["function arrayMin( array ) {\n\n\tif ( array.length === 0 ) return Infinity;\n\n\tlet min = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] < min ) min = array[ i ];\n\n\t}\n\n\treturn min;\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\n/**\n * Returns `true` if the given object is a typed array.\n *\n * @param {any} array - The object to check.\n * @return {boolean} Whether the given object is a typed array.\n */\nfunction isTypedArray( array ) {\n\n\treturn ArrayBuffer.isView( array ) && ! ( array instanceof DataView );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nlet _setConsoleFunction = null;\n\nfunction setConsoleFunction( fn ) {\n\n\t_setConsoleFunction = fn;\n\n}\n\nfunction getConsoleFunction() {\n\n\treturn _setConsoleFunction;\n\n}\n\nfunction log( ...params ) {\n\n\tconst message = 'THREE.' + params.shift();\n\n\tif ( _setConsoleFunction ) {\n\n\t\t_setConsoleFunction( 'log', message, ...params );\n\n\t} else {\n\n\t\tconsole.log( message, ...params );\n\n\t}\n\n}\n\nfunction warn( ...params ) {\n\n\tconst message = 'THREE.' + params.shift();\n\n\tif ( _setConsoleFunction ) {\n\n\t\t_setConsoleFunction( 'warn', message, ...params );\n\n\t} else {\n\n\t\tconsole.warn( message, ...params );\n\n\t}\n\n}\n\nfunction error( ...params ) {\n\n\tconst message = 'THREE.' + params.shift();\n\n\tif ( _setConsoleFunction ) {\n\n\t\t_setConsoleFunction( 'error', message, ...params );\n\n\t} else {\n\n\t\tconsole.error( message, ...params );\n\n\t}\n\n}\n\nfunction warnOnce( ...params ) {\n\n\tconst message = params.join( ' ' );\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\twarn( ...params );\n\n}\n\nfunction probeAsync( gl, sync, interval ) {\n\n\treturn new Promise( function ( resolve, reject ) {\n\n\t\tfunction probe() {\n\n\t\t\tswitch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {\n\n\t\t\t\tcase gl.WAIT_FAILED:\n\t\t\t\t\treject();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase gl.TIMEOUT_EXPIRED:\n\t\t\t\t\tsetTimeout( probe, interval );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tresolve();\n\n\t\t\t}\n\n\t\t}\n\n\t\tsetTimeout( probe, interval );\n\n\t} );\n\n}\n\nfunction toNormalizedProjectionMatrix( projectionMatrix ) {\n\n\tconst m = projectionMatrix.elements;\n\n\t// Convert [-1, 1] to [0, 1] projection matrix\n\tm[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];\n\tm[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];\n\tm[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];\n\tm[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];\n\n}\n\nfunction toReversedProjectionMatrix( projectionMatrix ) {\n\n\tconst m = projectionMatrix.elements;\n\tconst isPerspectiveMatrix = m[ 11 ] === - 1;\n\n\t// Reverse [0, 1] projection matrix\n\tif ( isPerspectiveMatrix ) {\n\n\t\tm[ 10 ] = - m[ 10 ] - 1;\n\t\tm[ 14 ] = - m[ 14 ];\n\n\t} else {\n\n\t\tm[ 10 ] = - m[ 10 ];\n\t\tm[ 14 ] = - m[ 14 ] + 1;\n\n\t}\n\n}\n\nexport { arrayMin, arrayMax, arrayNeedsUint32, getTypedArray, createElementNS, createCanvasElement, setConsoleFunction, getConsoleFunction, log, warn, error, warnOnce, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, isTypedArray };\n"],"names":["warn","params","message","shift","console"],"mappings":"AA0HA,SAASA,QAASC,QAEjB,MAAMC,QAAU,SAAWD,OAAOE,QAQjCC,QAAQJ,KAAME,WAAYD,OAI5B","x_google_ignoreList":[0]}
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