@plastic-software/three 0.175.9 → 0.175.11

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/build/three.cjs CHANGED
@@ -1691,7 +1691,7 @@ class EventDispatcher {
1691
1691
 
1692
1692
  }
1693
1693
 
1694
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
1694
+ if ( listeners[ type ].indexOf( listener ) === -1 ) {
1695
1695
 
1696
1696
  listeners[ type ].push( listener );
1697
1697
 
@@ -1712,7 +1712,7 @@ class EventDispatcher {
1712
1712
 
1713
1713
  if ( listeners === undefined ) return false;
1714
1714
 
1715
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
1715
+ return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
1716
1716
 
1717
1717
  }
1718
1718
 
@@ -1734,7 +1734,7 @@ class EventDispatcher {
1734
1734
 
1735
1735
  const index = listenerArray.indexOf( listener );
1736
1736
 
1737
- if ( index !== - 1 ) {
1737
+ if ( index !== -1 ) {
1738
1738
 
1739
1739
  listenerArray.splice( index, 1 );
1740
1740
 
@@ -2185,15 +2185,15 @@ function denormalize( value, array ) {
2185
2185
 
2186
2186
  case Int32Array:
2187
2187
 
2188
- return Math.max( value / 2147483647.0, - 1.0 );
2188
+ return Math.max( value / 2147483647.0, -1 );
2189
2189
 
2190
2190
  case Int16Array:
2191
2191
 
2192
- return Math.max( value / 32767.0, - 1.0 );
2192
+ return Math.max( value / 32767.0, -1 );
2193
2193
 
2194
2194
  case Int8Array:
2195
2195
 
2196
- return Math.max( value / 127.0, - 1.0 );
2196
+ return Math.max( value / 127.0, -1 );
2197
2197
 
2198
2198
  default:
2199
2199
 
@@ -3163,7 +3163,7 @@ class Vector2 {
3163
3163
 
3164
3164
  // clamp, to handle numerical problems
3165
3165
 
3166
- return Math.acos( clamp( theta, - 1, 1 ) );
3166
+ return Math.acos( clamp( theta, -1, 1 ) );
3167
3167
 
3168
3168
  }
3169
3169
 
@@ -4077,7 +4077,7 @@ function toNormalizedProjectionMatrix( projectionMatrix ) {
4077
4077
  function toReversedProjectionMatrix( projectionMatrix ) {
4078
4078
 
4079
4079
  const m = projectionMatrix.elements;
4080
- const isPerspectiveMatrix = m[ 11 ] === - 1;
4080
+ const isPerspectiveMatrix = m[ 11 ] === -1;
4081
4081
 
4082
4082
  // Reverse [0, 1] projection matrix
4083
4083
  if ( isPerspectiveMatrix ) {
@@ -4101,9 +4101,9 @@ const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
4101
4101
  );
4102
4102
 
4103
4103
  const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
4104
- 3.2409699, - 1.5373832, - 0.4986108,
4105
- - 0.9692436, 1.8759675, 0.0415551,
4106
- 0.0556301, - 0.2039770, 1.0569715
4104
+ 3.2409699, -1.5373832, -0.4986108,
4105
+ -0.9692436, 1.8759675, 0.0415551,
4106
+ 0.0556301, -0.203977, 1.0569715
4107
4107
  );
4108
4108
 
4109
4109
  function createColorManagement() {
@@ -7114,7 +7114,7 @@ class Quaternion {
7114
7114
 
7115
7115
  let s = 1 - t;
7116
7116
  const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
7117
- dir = ( cos >= 0 ? 1 : - 1 ),
7117
+ dir = ( cos >= 0 ? 1 : -1 ),
7118
7118
  sqrSin = 1 - cos * cos;
7119
7119
 
7120
7120
  // Skip the Slerp for tiny steps to avoid numeric problems:
@@ -7547,7 +7547,7 @@ class Quaternion {
7547
7547
  */
7548
7548
  angleTo( q ) {
7549
7549
 
7550
- return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );
7550
+ return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
7551
7551
 
7552
7552
  }
7553
7553
 
@@ -7606,9 +7606,9 @@ class Quaternion {
7606
7606
  */
7607
7607
  conjugate() {
7608
7608
 
7609
- this._x *= - 1;
7610
- this._y *= - 1;
7611
- this._z *= - 1;
7609
+ this._x *= -1;
7610
+ this._y *= -1;
7611
+ this._z *= -1;
7612
7612
 
7613
7613
  this._onChangeCallback();
7614
7614
 
@@ -8896,7 +8896,7 @@ class Vector3 {
8896
8896
 
8897
8897
  // clamp, to handle numerical problems
8898
8898
 
8899
- return Math.acos( clamp( theta, - 1, 1 ) );
8899
+ return Math.acos( clamp( theta, -1, 1 ) );
8900
8900
 
8901
8901
  }
8902
8902
 
@@ -10006,7 +10006,7 @@ class Sphere {
10006
10006
  * @param {Vector3} [center=(0,0,0)] - The center of the sphere
10007
10007
  * @param {number} [radius=-1] - The radius of the sphere.
10008
10008
  */
10009
- constructor( center = new Vector3(), radius = - 1 ) {
10009
+ constructor( center = new Vector3(), radius = -1 ) {
10010
10010
 
10011
10011
  /**
10012
10012
  * This flag can be used for type testing.
@@ -10124,7 +10124,7 @@ class Sphere {
10124
10124
  makeEmpty() {
10125
10125
 
10126
10126
  this.center.set( 0, 0, 0 );
10127
- this.radius = - 1;
10127
+ this.radius = -1;
10128
10128
 
10129
10129
  return this;
10130
10130
 
@@ -10401,7 +10401,7 @@ class Ray {
10401
10401
  * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
10402
10402
  * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
10403
10403
  */
10404
- constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
10404
+ constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
10405
10405
 
10406
10406
  /**
10407
10407
  * The origin of the ray.
@@ -10938,7 +10938,7 @@ class Ray {
10938
10938
 
10939
10939
  } else if ( DdN < 0 ) {
10940
10940
 
10941
- sign = - 1;
10941
+ sign = -1;
10942
10942
  DdN = - DdN;
10943
10943
 
10944
10944
  } else {
@@ -12146,7 +12146,7 @@ class Matrix4 {
12146
12146
  if ( coordinateSystem === WebGLCoordinateSystem ) {
12147
12147
 
12148
12148
  c = - ( far + near ) / ( far - near );
12149
- d = ( - 2 * far * near ) / ( far - near );
12149
+ d = ( -2 * far * near ) / ( far - near );
12150
12150
 
12151
12151
  } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
12152
12152
 
@@ -12162,7 +12162,7 @@ class Matrix4 {
12162
12162
  te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
12163
12163
  te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
12164
12164
  te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
12165
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
12165
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
12166
12166
 
12167
12167
  return this;
12168
12168
 
@@ -12196,12 +12196,12 @@ class Matrix4 {
12196
12196
  if ( coordinateSystem === WebGLCoordinateSystem ) {
12197
12197
 
12198
12198
  z = ( far + near ) * p;
12199
- zInv = - 2 * p;
12199
+ zInv = -2 * p;
12200
12200
 
12201
12201
  } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
12202
12202
 
12203
12203
  z = near * p;
12204
- zInv = - 1 * p;
12204
+ zInv = -1 * p;
12205
12205
 
12206
12206
  } else {
12207
12207
 
@@ -12498,7 +12498,7 @@ class Euler {
12498
12498
 
12499
12499
  case 'XYZ':
12500
12500
 
12501
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
12501
+ this._y = Math.asin( clamp( m13, -1, 1 ) );
12502
12502
 
12503
12503
  if ( Math.abs( m13 ) < 0.9999999 ) {
12504
12504
 
@@ -12516,7 +12516,7 @@ class Euler {
12516
12516
 
12517
12517
  case 'YXZ':
12518
12518
 
12519
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
12519
+ this._x = Math.asin( - clamp( m23, -1, 1 ) );
12520
12520
 
12521
12521
  if ( Math.abs( m23 ) < 0.9999999 ) {
12522
12522
 
@@ -12534,7 +12534,7 @@ class Euler {
12534
12534
 
12535
12535
  case 'ZXY':
12536
12536
 
12537
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
12537
+ this._x = Math.asin( clamp( m32, -1, 1 ) );
12538
12538
 
12539
12539
  if ( Math.abs( m32 ) < 0.9999999 ) {
12540
12540
 
@@ -12552,7 +12552,7 @@ class Euler {
12552
12552
 
12553
12553
  case 'ZYX':
12554
12554
 
12555
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
12555
+ this._y = Math.asin( - clamp( m31, -1, 1 ) );
12556
12556
 
12557
12557
  if ( Math.abs( m31 ) < 0.9999999 ) {
12558
12558
 
@@ -12570,7 +12570,7 @@ class Euler {
12570
12570
 
12571
12571
  case 'YZX':
12572
12572
 
12573
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
12573
+ this._z = Math.asin( clamp( m21, -1, 1 ) );
12574
12574
 
12575
12575
  if ( Math.abs( m21 ) < 0.9999999 ) {
12576
12576
 
@@ -12588,7 +12588,7 @@ class Euler {
12588
12588
 
12589
12589
  case 'XZY':
12590
12590
 
12591
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
12591
+ this._z = Math.asin( - clamp( m12, -1, 1 ) );
12592
12592
 
12593
12593
  if ( Math.abs( m12 ) < 0.9999999 ) {
12594
12594
 
@@ -13644,7 +13644,7 @@ class Object3D extends EventDispatcher {
13644
13644
 
13645
13645
  const index = this.children.indexOf( object );
13646
13646
 
13647
- if ( index !== - 1 ) {
13647
+ if ( index !== -1 ) {
13648
13648
 
13649
13649
  object.parent = null;
13650
13650
  this.children.splice( index, 1 );
@@ -15557,7 +15557,7 @@ class Color {
15557
15557
  */
15558
15558
  getHexString( colorSpace = SRGBColorSpace ) {
15559
15559
 
15560
- return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
15560
+ return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
15561
15561
 
15562
15562
  }
15563
15563
 
@@ -17235,7 +17235,7 @@ function _generateTables() {
17235
17235
 
17236
17236
  // very small number (0, -0)
17237
17237
 
17238
- if ( e < - 27 ) {
17238
+ if ( e < -27 ) {
17239
17239
 
17240
17240
  baseTable[ i ] = 0x0000;
17241
17241
  baseTable[ i | 0x100 ] = 0x8000;
@@ -17244,7 +17244,7 @@ function _generateTables() {
17244
17244
 
17245
17245
  // small number (denorm)
17246
17246
 
17247
- } else if ( e < - 14 ) {
17247
+ } else if ( e < -14 ) {
17248
17248
 
17249
17249
  baseTable[ i ] = 0x0400 >> ( - e - 14 );
17250
17250
  baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
@@ -17301,7 +17301,7 @@ function _generateTables() {
17301
17301
 
17302
17302
  }
17303
17303
 
17304
- m &= ~ 0x00800000; // clear leading 1 bit
17304
+ m &= -8388609; // clear leading 1 bit
17305
17305
  e += 0x38800000; // adjust bias
17306
17306
 
17307
17307
  mantissaTable[ i ] = m | e;
@@ -17364,7 +17364,7 @@ function toHalfFloat( val ) {
17364
17364
 
17365
17365
  if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
17366
17366
 
17367
- val = clamp( val, - 65504, 65504 );
17367
+ val = clamp( val, -65504, 65504 );
17368
17368
 
17369
17369
  _tables.floatView[ 0 ] = val;
17370
17370
  const f = _tables.uint32View[ 0 ];
@@ -19378,7 +19378,7 @@ class BufferGeometry extends EventDispatcher {
19378
19378
 
19379
19379
  tmp2.crossVectors( n2, t );
19380
19380
  const test = tmp2.dot( tan2[ v ] );
19381
- const w = ( test < 0.0 ) ? - 1.0 : 1.0;
19381
+ const w = ( test < 0.0 ) ? -1 : 1.0;
19382
19382
 
19383
19383
  tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
19384
19384
 
@@ -20333,7 +20333,7 @@ function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, n
20333
20333
 
20334
20334
  if ( intersection.normal.dot( ray.direction ) > 0 ) {
20335
20335
 
20336
- intersection.normal.multiplyScalar( - 1 );
20336
+ intersection.normal.multiplyScalar( -1 );
20337
20337
 
20338
20338
  }
20339
20339
 
@@ -20428,12 +20428,12 @@ class BoxGeometry extends BufferGeometry {
20428
20428
 
20429
20429
  // build each side of the box geometry
20430
20430
 
20431
- buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
20432
- buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
20431
+ buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
20432
+ buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
20433
20433
  buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
20434
- buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
20435
- buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
20436
- buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
20434
+ buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
20435
+ buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
20436
+ buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
20437
20437
 
20438
20438
  // build geometry
20439
20439
 
@@ -20483,7 +20483,7 @@ class BoxGeometry extends BufferGeometry {
20483
20483
 
20484
20484
  vector[ u ] = 0;
20485
20485
  vector[ v ] = 0;
20486
- vector[ w ] = depth > 0 ? 1 : - 1;
20486
+ vector[ w ] = depth > 0 ? 1 : -1;
20487
20487
 
20488
20488
  // now apply vector to normal buffer
20489
20489
 
@@ -21400,7 +21400,7 @@ class PerspectiveCamera extends Camera {
21400
21400
  */
21401
21401
  getViewBounds( distance, minTarget, maxTarget ) {
21402
21402
 
21403
- _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
21403
+ _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
21404
21404
 
21405
21405
  minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
21406
21406
 
@@ -21523,7 +21523,7 @@ class PerspectiveCamera extends Camera {
21523
21523
  let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
21524
21524
  let height = 2 * top;
21525
21525
  let width = this.aspect * height;
21526
- let left = - 0.5 * width;
21526
+ let left = -0.5 * width;
21527
21527
  const view = this.view;
21528
21528
 
21529
21529
  if ( this.view !== null && this.view.enabled ) {
@@ -21571,7 +21571,7 @@ class PerspectiveCamera extends Camera {
21571
21571
 
21572
21572
  }
21573
21573
 
21574
- const fov = - 90; // negative fov is not an error
21574
+ const fov = -90; // negative fov is not an error
21575
21575
  const aspect = 1;
21576
21576
 
21577
21577
  /**
@@ -21687,39 +21687,39 @@ class CubeCamera extends Object3D {
21687
21687
  cameraPX.lookAt( 1, 0, 0 );
21688
21688
 
21689
21689
  cameraNX.up.set( 0, 1, 0 );
21690
- cameraNX.lookAt( - 1, 0, 0 );
21690
+ cameraNX.lookAt( -1, 0, 0 );
21691
21691
 
21692
- cameraPY.up.set( 0, 0, - 1 );
21692
+ cameraPY.up.set( 0, 0, -1 );
21693
21693
  cameraPY.lookAt( 0, 1, 0 );
21694
21694
 
21695
21695
  cameraNY.up.set( 0, 0, 1 );
21696
- cameraNY.lookAt( 0, - 1, 0 );
21696
+ cameraNY.lookAt( 0, -1, 0 );
21697
21697
 
21698
21698
  cameraPZ.up.set( 0, 1, 0 );
21699
21699
  cameraPZ.lookAt( 0, 0, 1 );
21700
21700
 
21701
21701
  cameraNZ.up.set( 0, 1, 0 );
21702
- cameraNZ.lookAt( 0, 0, - 1 );
21702
+ cameraNZ.lookAt( 0, 0, -1 );
21703
21703
 
21704
21704
  } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
21705
21705
 
21706
- cameraPX.up.set( 0, - 1, 0 );
21707
- cameraPX.lookAt( - 1, 0, 0 );
21706
+ cameraPX.up.set( 0, -1, 0 );
21707
+ cameraPX.lookAt( -1, 0, 0 );
21708
21708
 
21709
- cameraNX.up.set( 0, - 1, 0 );
21709
+ cameraNX.up.set( 0, -1, 0 );
21710
21710
  cameraNX.lookAt( 1, 0, 0 );
21711
21711
 
21712
21712
  cameraPY.up.set( 0, 0, 1 );
21713
21713
  cameraPY.lookAt( 0, 1, 0 );
21714
21714
 
21715
- cameraNY.up.set( 0, 0, - 1 );
21716
- cameraNY.lookAt( 0, - 1, 0 );
21715
+ cameraNY.up.set( 0, 0, -1 );
21716
+ cameraNY.lookAt( 0, -1, 0 );
21717
21717
 
21718
- cameraPZ.up.set( 0, - 1, 0 );
21718
+ cameraPZ.up.set( 0, -1, 0 );
21719
21719
  cameraPZ.lookAt( 0, 0, 1 );
21720
21720
 
21721
- cameraNZ.up.set( 0, - 1, 0 );
21722
- cameraNZ.lookAt( 0, 0, - 1 );
21721
+ cameraNZ.up.set( 0, -1, 0 );
21722
+ cameraNZ.lookAt( 0, 0, -1 );
21723
21723
 
21724
21724
  } else {
21725
21725
 
@@ -23879,10 +23879,10 @@ class Sprite extends Object3D {
23879
23879
  _geometry = new BufferGeometry();
23880
23880
 
23881
23881
  const float32Array = new Float32Array( [
23882
- - 0.5, - 0.5, 0, 0, 0,
23883
- 0.5, - 0.5, 0, 1, 0,
23882
+ -0.5, -0.5, 0, 0, 0,
23883
+ 0.5, -0.5, 0, 1, 0,
23884
23884
  0.5, 0.5, 0, 1, 1,
23885
- - 0.5, 0.5, 0, 0, 1
23885
+ -0.5, 0.5, 0, 0, 1
23886
23886
  ] );
23887
23887
 
23888
23888
  const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
@@ -23958,8 +23958,8 @@ class Sprite extends Object3D {
23958
23958
 
23959
23959
  const center = this.center;
23960
23960
 
23961
- transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23962
- transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23961
+ transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23962
+ transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23963
23963
  transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23964
23964
 
23965
23965
  _uvA.set( 0, 0 );
@@ -23972,7 +23972,7 @@ class Sprite extends Object3D {
23972
23972
  if ( intersect === null ) {
23973
23973
 
23974
23974
  // check second triangle
23975
- transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23975
+ transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
23976
23976
  _uvB.set( 0, 1 );
23977
23977
 
23978
23978
  intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
@@ -25808,7 +25808,7 @@ class Plane {
25808
25808
  */
25809
25809
  negate() {
25810
25810
 
25811
- this.constant *= - 1;
25811
+ this.constant *= -1;
25812
25812
  this.normal.negate();
25813
25813
 
25814
25814
  return this;
@@ -26311,10 +26311,10 @@ class MultiDrawRenderList {
26311
26311
 
26312
26312
  pool.push( {
26313
26313
 
26314
- start: - 1,
26315
- count: - 1,
26316
- z: - 1,
26317
- index: - 1,
26314
+ start: -1,
26315
+ count: -1,
26316
+ z: -1,
26317
+ index: -1,
26318
26318
 
26319
26319
  } );
26320
26320
 
@@ -26886,7 +26886,7 @@ class BatchedMesh extends Mesh {
26886
26886
  * the length of the given geometry index buffer.
26887
26887
  * @return {number} The geometry ID.
26888
26888
  */
26889
- addGeometry( geometry, reservedVertexCount = - 1, reservedIndexCount = - 1 ) {
26889
+ addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
26890
26890
 
26891
26891
  this._initializeGeometry( geometry );
26892
26892
 
@@ -26894,17 +26894,17 @@ class BatchedMesh extends Mesh {
26894
26894
 
26895
26895
  const geometryInfo = {
26896
26896
  // geometry information
26897
- vertexStart: - 1,
26898
- vertexCount: - 1,
26899
- reservedVertexCount: - 1,
26897
+ vertexStart: -1,
26898
+ vertexCount: -1,
26899
+ reservedVertexCount: -1,
26900
26900
 
26901
- indexStart: - 1,
26902
- indexCount: - 1,
26903
- reservedIndexCount: - 1,
26901
+ indexStart: -1,
26902
+ indexCount: -1,
26903
+ reservedIndexCount: -1,
26904
26904
 
26905
26905
  // draw range information
26906
- start: - 1,
26907
- count: - 1,
26906
+ start: -1,
26907
+ count: -1,
26908
26908
 
26909
26909
  // state
26910
26910
  boundingBox: null,
@@ -26914,19 +26914,19 @@ class BatchedMesh extends Mesh {
26914
26914
 
26915
26915
  const geometryInfoList = this._geometryInfo;
26916
26916
  geometryInfo.vertexStart = this._nextVertexStart;
26917
- geometryInfo.reservedVertexCount = reservedVertexCount === - 1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
26917
+ geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
26918
26918
 
26919
26919
  const index = geometry.getIndex();
26920
26920
  const hasIndex = index !== null;
26921
26921
  if ( hasIndex ) {
26922
26922
 
26923
26923
  geometryInfo.indexStart = this._nextIndexStart;
26924
- geometryInfo.reservedIndexCount = reservedIndexCount === - 1 ? index.count : reservedIndexCount;
26924
+ geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
26925
26925
 
26926
26926
  }
26927
26927
 
26928
26928
  if (
26929
- geometryInfo.indexStart !== - 1 &&
26929
+ geometryInfo.indexStart !== -1 &&
26930
26930
  geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
26931
26931
  geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
26932
26932
  ) {
@@ -27794,7 +27794,7 @@ class BatchedMesh extends Mesh {
27794
27794
  // get the camera position in the local frame
27795
27795
  _matrix$1.copy( this.matrixWorld ).invert();
27796
27796
  _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
27797
- _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
27797
+ _forward.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
27798
27798
 
27799
27799
  for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
27800
27800
 
@@ -29800,7 +29800,7 @@ class Curve {
29800
29800
 
29801
29801
  vec.normalize();
29802
29802
 
29803
- const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
29803
+ const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
29804
29804
 
29805
29805
  normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
29806
29806
 
@@ -29814,7 +29814,7 @@ class Curve {
29814
29814
 
29815
29815
  if ( closed === true ) {
29816
29816
 
29817
- let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
29817
+ let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
29818
29818
  theta /= segments;
29819
29819
 
29820
29820
  if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
@@ -30230,7 +30230,7 @@ function CubicPoly() {
30230
30230
 
30231
30231
  c0 = x0;
30232
30232
  c1 = t0;
30233
- c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
30233
+ c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
30234
30234
  c3 = 2 * x0 - 2 * x1 + t0 + t1;
30235
30235
 
30236
30236
  }
@@ -30535,7 +30535,7 @@ function CatmullRom( t, p0, p1, p2, p3 ) {
30535
30535
  const v1 = ( p3 - p1 ) * 0.5;
30536
30536
  const t2 = t * t;
30537
30537
  const t3 = t * t2;
30538
- return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
30538
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
30539
30539
 
30540
30540
  }
30541
30541
 
@@ -32166,7 +32166,7 @@ class LatheGeometry extends BufferGeometry {
32166
32166
  * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
32167
32167
  * closed lathe, less than 2PI is a portion.
32168
32168
  */
32169
- constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
32169
+ constructor( points = [ new Vector2( 0, -0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
32170
32170
 
32171
32171
  super();
32172
32172
 
@@ -32757,7 +32757,7 @@ class CylinderGeometry extends BufferGeometry {
32757
32757
  let groupCount = 0;
32758
32758
 
32759
32759
  const radius = ( top === true ) ? radiusTop : radiusBottom;
32760
- const sign = ( top === true ) ? 1 : - 1;
32760
+ const sign = ( top === true ) ? 1 : -1;
32761
32761
 
32762
32762
  // first we generate the center vertex data of the cap.
32763
32763
  // because the geometry needs one set of uvs per face,
@@ -33317,10 +33317,10 @@ class DodecahedronGeometry extends PolyhedronGeometry {
33317
33317
  const vertices = [
33318
33318
 
33319
33319
  // (±1, ±1, ±1)
33320
- - 1, - 1, - 1, - 1, - 1, 1,
33321
- - 1, 1, - 1, - 1, 1, 1,
33322
- 1, - 1, - 1, 1, - 1, 1,
33323
- 1, 1, - 1, 1, 1, 1,
33320
+ -1, -1, -1, -1, -1, 1,
33321
+ -1, 1, -1, -1, 1, 1,
33322
+ 1, -1, -1, 1, -1, 1,
33323
+ 1, 1, -1, 1, 1, 1,
33324
33324
 
33325
33325
  // (0, ±1/φ, ±φ)
33326
33326
  0, - r, - t, 0, - r, t,
@@ -34511,7 +34511,7 @@ class ExtrudeGeometry extends BufferGeometry {
34511
34511
  * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
34512
34512
  * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
34513
34513
  */
34514
- constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {
34514
+ constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( -0.5, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), options = {} ) {
34515
34515
 
34516
34516
  super();
34517
34517
 
@@ -35380,9 +35380,9 @@ class IcosahedronGeometry extends PolyhedronGeometry {
35380
35380
  const t = ( 1 + Math.sqrt( 5 ) ) / 2;
35381
35381
 
35382
35382
  const vertices = [
35383
- - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
35384
- 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
35385
- t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
35383
+ -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
35384
+ 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
35385
+ t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
35386
35386
  ];
35387
35387
 
35388
35388
  const indices = [
@@ -35448,8 +35448,8 @@ class OctahedronGeometry extends PolyhedronGeometry {
35448
35448
  constructor( radius = 1, detail = 0 ) {
35449
35449
 
35450
35450
  const vertices = [
35451
- 1, 0, 0, - 1, 0, 0, 0, 1, 0,
35452
- 0, - 1, 0, 0, 0, 1, 0, 0, - 1
35451
+ 1, 0, 0, -1, 0, 0, 0, 1, 0,
35452
+ 0, -1, 0, 0, 0, 1, 0, 0, -1
35453
35453
  ];
35454
35454
 
35455
35455
  const indices = [
@@ -35800,7 +35800,7 @@ class ShapeGeometry extends BufferGeometry {
35800
35800
  * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
35801
35801
  * @param {number} [curveSegments=12] - Number of segments per shape.
35802
35802
  */
35803
- constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
35803
+ constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
35804
35804
 
35805
35805
  super();
35806
35806
 
@@ -36085,7 +36085,7 @@ class SphereGeometry extends BufferGeometry {
36085
36085
 
36086
36086
  } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
36087
36087
 
36088
- uOffset = - 0.5 / widthSegments;
36088
+ uOffset = -0.5 / widthSegments;
36089
36089
 
36090
36090
  }
36091
36091
 
@@ -36193,7 +36193,7 @@ class TetrahedronGeometry extends PolyhedronGeometry {
36193
36193
  constructor( radius = 1, detail = 0 ) {
36194
36194
 
36195
36195
  const vertices = [
36196
- 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
36196
+ 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
36197
36197
  ];
36198
36198
 
36199
36199
  const indices = [
@@ -36620,7 +36620,7 @@ class TubeGeometry extends BufferGeometry {
36620
36620
  * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
36621
36621
  * @param {boolean} [closed=false] - Whether the tube is closed or not.
36622
36622
  */
36623
- constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
36623
+ constructor( path = new QuadraticBezierCurve3( new Vector3( -1, -1, 0 ), new Vector3( -1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
36624
36624
 
36625
36625
  super();
36626
36626
 
@@ -40167,7 +40167,7 @@ function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
40167
40167
 
40168
40168
  for ( let i = 0; i < clip.tracks.length; ++ i ) {
40169
40169
 
40170
- clip.tracks[ i ].shift( - 1 * minStartTime );
40170
+ clip.tracks[ i ].shift( -1 * minStartTime );
40171
40171
 
40172
40172
  }
40173
40173
 
@@ -40763,10 +40763,10 @@ class CubicInterpolant extends Interpolant {
40763
40763
 
40764
40764
  super( parameterPositions, sampleValues, sampleSize, resultBuffer );
40765
40765
 
40766
- this._weightPrev = - 0;
40767
- this._offsetPrev = - 0;
40768
- this._weightNext = - 0;
40769
- this._offsetNext = - 0;
40766
+ this._weightPrev = -0;
40767
+ this._offsetPrev = -0;
40768
+ this._weightNext = -0;
40769
+ this._offsetNext = -0;
40770
40770
 
40771
40771
  this.DefaultSettings_ = {
40772
40772
 
@@ -40873,8 +40873,8 @@ class CubicInterpolant extends Interpolant {
40873
40873
  // evaluate polynomials
40874
40874
 
40875
40875
  const sP = - wP * ppp + 2 * wP * pp - wP * p;
40876
- const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
40877
- const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
40876
+ const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
40877
+ const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
40878
40878
  const sN = wN * ppp - wN * pp;
40879
40879
 
40880
40880
  // combine data linearly
@@ -41274,7 +41274,7 @@ class KeyframeTrack {
41274
41274
 
41275
41275
  }
41276
41276
 
41277
- while ( to !== - 1 && times[ to ] > endTime ) {
41277
+ while ( to !== -1 && times[ to ] > endTime ) {
41278
41278
 
41279
41279
  -- to;
41280
41280
 
@@ -41861,7 +41861,7 @@ class AnimationClip {
41861
41861
  * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
41862
41862
  * is blended/combined when two or more animations are simultaneously played.
41863
41863
  */
41864
- constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
41864
+ constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
41865
41865
 
41866
41866
  /**
41867
41867
  * The clip's name.
@@ -42019,7 +42019,7 @@ class AnimationClip {
42019
42019
 
42020
42020
  }
42021
42021
 
42022
- return new this( name, - 1, tracks );
42022
+ return new this( name, -1, tracks );
42023
42023
 
42024
42024
  }
42025
42025
 
@@ -42164,7 +42164,7 @@ class AnimationClip {
42164
42164
  const blendMode = animation.blendMode;
42165
42165
 
42166
42166
  // automatic length determination in AnimationClip.
42167
- let duration = animation.length || - 1;
42167
+ let duration = animation.length || -1;
42168
42168
 
42169
42169
  const hierarchyTracks = animation.hierarchy || [];
42170
42170
 
@@ -42189,7 +42189,7 @@ class AnimationClip {
42189
42189
 
42190
42190
  for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
42191
42191
 
42192
- morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
42192
+ morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
42193
42193
 
42194
42194
  }
42195
42195
 
@@ -42761,7 +42761,7 @@ class LoadingManager {
42761
42761
 
42762
42762
  const index = handlers.indexOf( regex );
42763
42763
 
42764
- if ( index !== - 1 ) {
42764
+ if ( index !== -1 ) {
42765
42765
 
42766
42766
  handlers.splice( index, 2 );
42767
42767
 
@@ -44762,13 +44762,13 @@ class PointLightShadow extends LightShadow {
44762
44762
  ];
44763
44763
 
44764
44764
  this._cubeDirections = [
44765
- new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
44766
- new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
44765
+ new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
44766
+ new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
44767
44767
  ];
44768
44768
 
44769
44769
  this._cubeUps = [
44770
44770
  new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
44771
- new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
44771
+ new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
44772
44772
  ];
44773
44773
 
44774
44774
  }
@@ -44949,7 +44949,7 @@ class OrthographicCamera extends Camera {
44949
44949
  * @param {number} [near=0.1] - The camera's near plane.
44950
44950
  * @param {number} [far=2000] - The camera's far plane.
44951
44951
  */
44952
- constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
44952
+ constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
44953
44953
 
44954
44954
  super();
44955
44955
 
@@ -45177,7 +45177,7 @@ class DirectionalLightShadow extends LightShadow {
45177
45177
  */
45178
45178
  constructor() {
45179
45179
 
45180
- super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
45180
+ super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
45181
45181
 
45182
45182
  /**
45183
45183
  * This flag can be used for type testing.
@@ -46284,7 +46284,7 @@ class LoaderUtils {
46284
46284
 
46285
46285
  const index = url.lastIndexOf( '/' );
46286
46286
 
46287
- if ( index === - 1 ) return './';
46287
+ if ( index === -1 ) return './';
46288
46288
 
46289
46289
  return url.slice( 0, index + 1 );
46290
46290
 
@@ -48594,7 +48594,7 @@ class AudioListener extends Object3D {
48594
48594
 
48595
48595
  this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
48596
48596
 
48597
- _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
48597
+ _orientation$1.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
48598
48598
 
48599
48599
  if ( listener.positionX ) {
48600
48600
 
@@ -50350,7 +50350,7 @@ class PropertyBinding {
50350
50350
 
50351
50351
  const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
50352
50352
 
50353
- if ( lastDot !== undefined && lastDot !== - 1 ) {
50353
+ if ( lastDot !== undefined && lastDot !== -1 ) {
50354
50354
 
50355
50355
  const objectName = results.nodeName.substring( lastDot + 1 );
50356
50356
 
@@ -50358,7 +50358,7 @@ class PropertyBinding {
50358
50358
  // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
50359
50359
  // 'bar' could be the objectName, or part of a nodeName (which can
50360
50360
  // include '.' characters).
50361
- if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
50361
+ if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
50362
50362
 
50363
50363
  results.nodeName = results.nodeName.substring( 0, lastDot );
50364
50364
  results.objectName = objectName;
@@ -50388,7 +50388,7 @@ class PropertyBinding {
50388
50388
  */
50389
50389
  static findNode( root, nodeName ) {
50390
50390
 
50391
- if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
50391
+ if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
50392
50392
 
50393
50393
  return root;
50394
50394
 
@@ -51384,7 +51384,7 @@ class AnimationAction {
51384
51384
  * @default LoopRepeat
51385
51385
  */
51386
51386
  this.loop = LoopRepeat;
51387
- this._loopCount = - 1;
51387
+ this._loopCount = -1;
51388
51388
 
51389
51389
  // global mixer time when the action is to be started
51390
51390
  // it's set back to 'null' upon start of the action
@@ -51523,7 +51523,7 @@ class AnimationAction {
51523
51523
  this.enabled = true;
51524
51524
 
51525
51525
  this.time = 0; // restart clip
51526
- this._loopCount = - 1;// forget previous loops
51526
+ this._loopCount = -1;// forget previous loops
51527
51527
  this._startTime = null;// forget scheduling
51528
51528
 
51529
51529
  return this.stopFading().stopWarping();
@@ -52039,7 +52039,7 @@ class AnimationAction {
52039
52039
 
52040
52040
  if ( deltaTime === 0 ) {
52041
52041
 
52042
- if ( loopCount === - 1 ) return time;
52042
+ if ( loopCount === -1 ) return time;
52043
52043
 
52044
52044
  return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
52045
52045
 
@@ -52047,7 +52047,7 @@ class AnimationAction {
52047
52047
 
52048
52048
  if ( loop === LoopOnce ) {
52049
52049
 
52050
- if ( loopCount === - 1 ) {
52050
+ if ( loopCount === -1 ) {
52051
52051
 
52052
52052
  // just started
52053
52053
 
@@ -52081,14 +52081,14 @@ class AnimationAction {
52081
52081
 
52082
52082
  this._mixer.dispatchEvent( {
52083
52083
  type: 'finished', action: this,
52084
- direction: deltaTime < 0 ? - 1 : 1
52084
+ direction: deltaTime < 0 ? -1 : 1
52085
52085
  } );
52086
52086
 
52087
52087
  }
52088
52088
 
52089
52089
  } else { // repetitive Repeat or PingPong
52090
52090
 
52091
- if ( loopCount === - 1 ) {
52091
+ if ( loopCount === -1 ) {
52092
52092
 
52093
52093
  // just started
52094
52094
 
@@ -52134,7 +52134,7 @@ class AnimationAction {
52134
52134
 
52135
52135
  this._mixer.dispatchEvent( {
52136
52136
  type: 'finished', action: this,
52137
- direction: deltaTime > 0 ? 1 : - 1
52137
+ direction: deltaTime > 0 ? 1 : -1
52138
52138
  } );
52139
52139
 
52140
52140
  } else {
@@ -53302,7 +53302,7 @@ class UniformsGroup extends EventDispatcher {
53302
53302
 
53303
53303
  const index = this.uniforms.indexOf( uniform );
53304
53304
 
53305
- if ( index !== - 1 ) this.uniforms.splice( index, 1 );
53305
+ if ( index !== -1 ) this.uniforms.splice( index, 1 );
53306
53306
 
53307
53307
  return this;
53308
53308
 
@@ -53745,7 +53745,7 @@ class Raycaster {
53745
53745
  } else if ( camera.isOrthographicCamera ) {
53746
53746
 
53747
53747
  this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
53748
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
53748
+ this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
53749
53749
  this.camera = camera;
53750
53750
 
53751
53751
  } else {
@@ -53767,7 +53767,7 @@ class Raycaster {
53767
53767
  _matrix.identity().extractRotation( controller.matrixWorld );
53768
53768
 
53769
53769
  this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
53770
- this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
53770
+ this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
53771
53771
 
53772
53772
  return this;
53773
53773
 
@@ -54000,7 +54000,7 @@ class Spherical {
54000
54000
  } else {
54001
54001
 
54002
54002
  this.theta = Math.atan2( x, z );
54003
- this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );
54003
+ this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
54004
54004
 
54005
54005
  }
54006
54006
 
@@ -54901,9 +54901,9 @@ class SpotLightHelper extends Object3D {
54901
54901
  const positions = [
54902
54902
  0, 0, 0, 0, 0, 1,
54903
54903
  0, 0, 0, 1, 0, 1,
54904
- 0, 0, 0, - 1, 0, 1,
54904
+ 0, 0, 0, -1, 0, 1,
54905
54905
  0, 0, 0, 0, 1, 1,
54906
- 0, 0, 0, 0, - 1, 1
54906
+ 0, 0, 0, 0, -1, 1
54907
54907
  ];
54908
54908
 
54909
54909
  for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
@@ -55945,7 +55945,7 @@ class CameraHelper extends LineSegments {
55945
55945
  _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
55946
55946
 
55947
55947
  // Adjust z values based on coordinate system
55948
- const nearZ = this.camera.coordinateSystem === WebGLCoordinateSystem ? - 1 : 0;
55948
+ const nearZ = this.camera.coordinateSystem === WebGLCoordinateSystem ? -1 : 0;
55949
55949
 
55950
55950
  // center / target
55951
55951
  setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
@@ -55953,34 +55953,34 @@ class CameraHelper extends LineSegments {
55953
55953
 
55954
55954
  // near
55955
55955
 
55956
- setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
55957
- setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
55958
- setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
55956
+ setPoint( 'n1', pointMap, geometry, _camera, -1, -1, nearZ );
55957
+ setPoint( 'n2', pointMap, geometry, _camera, w, -1, nearZ );
55958
+ setPoint( 'n3', pointMap, geometry, _camera, -1, h, nearZ );
55959
55959
  setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
55960
55960
 
55961
55961
  // far
55962
55962
 
55963
- setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
55964
- setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
55965
- setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
55963
+ setPoint( 'f1', pointMap, geometry, _camera, -1, -1, 1 );
55964
+ setPoint( 'f2', pointMap, geometry, _camera, w, -1, 1 );
55965
+ setPoint( 'f3', pointMap, geometry, _camera, -1, h, 1 );
55966
55966
  setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
55967
55967
 
55968
55968
  // up
55969
55969
 
55970
55970
  setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
55971
- setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
55971
+ setPoint( 'u2', pointMap, geometry, _camera, -1 * 0.7, h * 1.1, nearZ );
55972
55972
  setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
55973
55973
 
55974
55974
  // cross
55975
55975
 
55976
- setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
55976
+ setPoint( 'cf1', pointMap, geometry, _camera, -1, 0, 1 );
55977
55977
  setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
55978
- setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
55978
+ setPoint( 'cf3', pointMap, geometry, _camera, 0, -1, 1 );
55979
55979
  setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
55980
55980
 
55981
- setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
55981
+ setPoint( 'cn1', pointMap, geometry, _camera, -1, 0, nearZ );
55982
55982
  setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
55983
- setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
55983
+ setPoint( 'cn3', pointMap, geometry, _camera, 0, -1, nearZ );
55984
55984
  setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
55985
55985
 
55986
55986
  geometry.getAttribute( 'position' ).needsUpdate = true;
@@ -56187,7 +56187,7 @@ class Box3Helper extends LineSegments {
56187
56187
 
56188
56188
  const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
56189
56189
 
56190
- const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
56190
+ const positions = [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1 ];
56191
56191
 
56192
56192
  const geometry = new BufferGeometry();
56193
56193
 
@@ -56263,7 +56263,7 @@ class PlaneHelper extends Line {
56263
56263
 
56264
56264
  const color = hex;
56265
56265
 
56266
- const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
56266
+ const positions = [ 1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0 ];
56267
56267
 
56268
56268
  const geometry = new BufferGeometry();
56269
56269
  geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
@@ -56288,7 +56288,7 @@ class PlaneHelper extends Line {
56288
56288
  */
56289
56289
  this.size = size;
56290
56290
 
56291
- const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
56291
+ const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
56292
56292
 
56293
56293
  const geometry2 = new BufferGeometry();
56294
56294
  geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
@@ -56373,7 +56373,7 @@ class ArrowHelper extends Object3D {
56373
56373
  _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
56374
56374
 
56375
56375
  _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
56376
- _coneGeometry.translate( 0, - 0.5, 0 );
56376
+ _coneGeometry.translate( 0, -0.5, 0 );
56377
56377
 
56378
56378
  }
56379
56379
 
@@ -56415,7 +56415,7 @@ class ArrowHelper extends Object3D {
56415
56415
 
56416
56416
  this.quaternion.set( 0, 0, 0, 1 );
56417
56417
 
56418
- } else if ( dir.y < - 0.99999 ) {
56418
+ } else if ( dir.y < -0.99999 ) {
56419
56419
 
56420
56420
  this.quaternion.set( 1, 0, 0, 0 );
56421
56421
 
@@ -56982,7 +56982,7 @@ class Controls extends EventDispatcher {
56982
56982
  * @type {number}
56983
56983
  * @default -1
56984
56984
  */
56985
- this.state = - 1;
56985
+ this.state = -1;
56986
56986
 
56987
56987
  /**
56988
56988
  * This object defines the keyboard input of the controls.
@@ -57793,9 +57793,9 @@ var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING
57793
57793
 
57794
57794
  var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
57795
57795
 
57796
- var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#if defined( USE_TANGENT )\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #elif defined( USE_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vNormalMapUv );\n #elif defined( USE_NORMALMAP_CYLINDRICAL ) || defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL ) || (defined( USE_ANISOTROPY ) && !defined( USE_UV1 ) || !defined( USE_UV2 ) && !defined( USE_UV3 ))\n \n #if defined( USE_NORMALMAP_CYLINDRICAL )\n vec2 vNormalMapUv = ( normalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n #if defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec2 vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n vec3 tangent = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent = cross(tangent, normal);\n \tmat3 tbn = mat3(tangent, bitangent, normal);\n \n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#else\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #elif defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec3 tangent2 = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent2 = cross(tangent2, normal);\n \tmat3 tbn2 = mat3(tangent2, bitangent2, normal);\n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
57796
+ var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#if defined( USE_TANGENT )\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #elif defined( USE_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vNormalMapUv );\n #elif defined( USE_NORMALMAP_CYLINDRICAL ) || defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL ) || (defined( USE_ANISOTROPY ) && !defined( USE_UV1 ) || !defined( USE_UV2 ) && !defined( USE_UV3 ))\n \n #if defined( USE_NORMALMAP_CYLINDRICAL )\n vec2 vNormalMapUv = ( normalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n #if defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec2 vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n vec3 tangent = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent = cross(tangent, normal);\n \tmat3 tbn = mat3(tangent, bitangent, normal);\n \n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#else\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#if !defined( USE_CLEARCOAT_NORMALMAP_TRIPLANAR )\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n\t\t\tvec3 tangent2 = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n\t\t\tvec3 bitangent2 = cross(tangent2, normal);\n\t\t\tmat3 tbn2 = mat3(tangent2, bitangent2, normal);\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t\t#else\n\t\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vUv );\n\t\t#endif\n\t\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\t\ttbn2[0] *= faceDirection;\n\t\t\ttbn2[1] *= faceDirection;\n\t\t#endif\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
57797
57797
 
57798
- var normal_fragment_maps = "#ifdef USE_NORMALMAP_TRIPLANAR\n\tnormal = normalize(normalMatrix * transpose(mat3(texture3DMatrix)) * texture2DTriplanarNormal( normalMap, normalMapTransform, normalScale, normalize(mat3(texture3DMatrix) * vModelNormal.xyz), triplanarCoords, triplanarWeights ));\n#elif defined( USE_NORMALMAP_OBJECTSPACE )\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
57798
+ var normal_fragment_maps = "#ifdef USE_NORMALMAP_TRIPLANAR\n\tnormal = normalize(normalMatrix * transpose(mat3(texture3DMatrix)) * texture2DTriplanarNormal( normalMap, normalMapTransform, normalScale, normalize(mat3(texture3DMatrix) * vModelNormal.xyz), triplanarCoords, triplanarWeights ));\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n#elif defined( USE_NORMALMAP_OBJECTSPACE )\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
57799
57799
 
57800
57800
  var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#if defined( USE_TANGENT )\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
57801
57801
 
@@ -58111,7 +58111,7 @@ const UniformsLib = {
58111
58111
 
58112
58112
  envMap: { value: null },
58113
58113
  envMapRotation: { value: /*@__PURE__*/ new Matrix3() },
58114
- flipEnvMap: { value: - 1 },
58114
+ flipEnvMap: { value: -1 },
58115
58115
  reflectivity: { value: 1.0 }, // basic, lambert, phong
58116
58116
  ior: { value: 1.5 }, // physical
58117
58117
  refractionRatio: { value: 0.98 }, // basic, lambert, phong
@@ -58532,7 +58532,7 @@ const ShaderLib = {
58532
58532
 
58533
58533
  uniforms: {
58534
58534
  envMap: { value: null },
58535
- flipEnvMap: { value: - 1 },
58535
+ flipEnvMap: { value: -1 },
58536
58536
  backgroundBlurriness: { value: 0 },
58537
58537
  backgroundIntensity: { value: 1 },
58538
58538
  backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
@@ -58547,7 +58547,7 @@ const ShaderLib = {
58547
58547
 
58548
58548
  uniforms: {
58549
58549
  tCube: { value: null },
58550
- tFlip: { value: - 1 },
58550
+ tFlip: { value: -1 },
58551
58551
  opacity: { value: 1.0 }
58552
58552
  },
58553
58553
 
@@ -58782,18 +58782,18 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
58782
58782
  _e1$1.copy( scene.backgroundRotation );
58783
58783
 
58784
58784
  // accommodate left-handed frame
58785
- _e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;
58785
+ _e1$1.x *= -1; _e1$1.y *= -1; _e1$1.z *= -1;
58786
58786
 
58787
58787
  if ( background.isCubeTexture && background.isRenderTargetTexture === false ) {
58788
58788
 
58789
58789
  // environment maps which are not cube render targets or PMREMs follow a different convention
58790
- _e1$1.y *= - 1;
58791
- _e1$1.z *= - 1;
58790
+ _e1$1.y *= -1;
58791
+ _e1$1.z *= -1;
58792
58792
 
58793
58793
  }
58794
58794
 
58795
58795
  boxMesh.material.uniforms.envMap.value = background;
58796
- boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
58796
+ boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? -1 : 1;
58797
58797
  boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
58798
58798
  boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
58799
58799
  boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );
@@ -60058,9 +60058,9 @@ const _axisDirections = [
60058
60058
  /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
60059
60059
  /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
60060
60060
  /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
60061
- /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
60062
- /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
60063
- /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
60061
+ /*@__PURE__*/ new Vector3( -1, 1, -1 ),
60062
+ /*@__PURE__*/ new Vector3( 1, 1, -1 ),
60063
+ /*@__PURE__*/ new Vector3( -1, 1, 1 ),
60064
60064
  /*@__PURE__*/ new Vector3( 1, 1, 1 ) ];
60065
60065
 
60066
60066
  const _origin = /*@__PURE__*/ new Vector3();
@@ -60339,8 +60339,8 @@ class PMREMGenerator {
60339
60339
  const fov = 90;
60340
60340
  const aspect = 1;
60341
60341
  const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
60342
- const upSign = [ 1, - 1, 1, 1, 1, 1 ];
60343
- const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
60342
+ const upSign = [ 1, -1, 1, 1, 1, 1 ];
60343
+ const forwardSign = [ 1, 1, 1, -1, -1, -1 ];
60344
60344
  const renderer = this._renderer;
60345
60345
 
60346
60346
  const originalAutoClear = renderer.autoClear;
@@ -60443,7 +60443,7 @@ class PMREMGenerator {
60443
60443
 
60444
60444
  }
60445
60445
 
60446
- this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
60446
+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? -1 : 1;
60447
60447
 
60448
60448
  } else {
60449
60449
 
@@ -60663,7 +60663,7 @@ function _createPlanes( lodMax ) {
60663
60663
  for ( let face = 0; face < cubeFaces; face ++ ) {
60664
60664
 
60665
60665
  const x = ( face % 3 ) * 2 / 3 - 1;
60666
- const y = face > 2 ? 0 : - 1;
60666
+ const y = face > 2 ? 0 : -1;
60667
60667
  const coordinates = [
60668
60668
  x, y, 0,
60669
60669
  x + 2 / 3, y, 0,
@@ -60862,7 +60862,7 @@ function _getCubemapMaterial() {
60862
60862
 
60863
60863
  uniforms: {
60864
60864
  'envMap': { value: null },
60865
- 'flipEnvMap': { value: - 1 }
60865
+ 'flipEnvMap': { value: -1 }
60866
60866
  },
60867
60867
 
60868
60868
  vertexShader: _getCommonVertexShader(),
@@ -65270,18 +65270,18 @@ function WebGLLights( extensions ) {
65270
65270
  version: 0,
65271
65271
 
65272
65272
  hash: {
65273
- directionalLength: - 1,
65274
- pointLength: - 1,
65275
- spotLength: - 1,
65276
- rectAreaLength: - 1,
65277
- hemiLength: - 1,
65278
-
65279
- numDirectionalShadows: - 1,
65280
- numPointShadows: - 1,
65281
- numSpotShadows: - 1,
65282
- numSpotMaps: - 1,
65283
-
65284
- numLightProbes: - 1
65273
+ directionalLength: -1,
65274
+ pointLength: -1,
65275
+ spotLength: -1,
65276
+ rectAreaLength: -1,
65277
+ hemiLength: -1,
65278
+
65279
+ numDirectionalShadows: -1,
65280
+ numPointShadows: -1,
65281
+ numSpotShadows: -1,
65282
+ numSpotMaps: -1,
65283
+
65284
+ numLightProbes: -1
65285
65285
  },
65286
65286
 
65287
65287
  ambient: [ 0, 0, 0 ],
@@ -65822,7 +65822,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
65822
65822
  fullScreenTri.setAttribute(
65823
65823
  'position',
65824
65824
  new BufferAttribute(
65825
- new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
65825
+ new Float32Array( [ -1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5 ] ),
65826
65826
  3
65827
65827
  )
65828
65828
  );
@@ -66255,7 +66255,7 @@ function WebGLState( gl, extensions ) {
66255
66255
  locked = false;
66256
66256
 
66257
66257
  currentColorMask = null;
66258
- currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
66258
+ currentColorClear.set( -1, 0, 0, 0 ); // set to invalid state
66259
66259
 
66260
66260
  }
66261
66261
 
@@ -66584,12 +66584,12 @@ function WebGLState( gl, extensions ) {
66584
66584
  let version = 0;
66585
66585
  const glVersion = gl.getParameter( gl.VERSION );
66586
66586
 
66587
- if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
66587
+ if ( glVersion.indexOf( 'WebGL' ) !== -1 ) {
66588
66588
 
66589
66589
  version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
66590
66590
  lineWidthAvailable = ( version >= 1.0 );
66591
66591
 
66592
- } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
66592
+ } else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) {
66593
66593
 
66594
66594
  version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
66595
66595
  lineWidthAvailable = ( version >= 2.0 );
@@ -70232,7 +70232,7 @@ class WebXRManager extends EventDispatcher {
70232
70232
 
70233
70233
  const controllerIndex = controllerInputSources.indexOf( event.inputSource );
70234
70234
 
70235
- if ( controllerIndex === - 1 ) {
70235
+ if ( controllerIndex === -1 ) {
70236
70236
 
70237
70237
  return;
70238
70238
 
@@ -70591,7 +70591,7 @@ class WebXRManager extends EventDispatcher {
70591
70591
 
70592
70592
  let controllerIndex = controllerInputSources.indexOf( inputSource );
70593
70593
 
70594
- if ( controllerIndex === - 1 ) {
70594
+ if ( controllerIndex === -1 ) {
70595
70595
 
70596
70596
  // Assign input source a controller that currently has no input source
70597
70597
 
@@ -70615,7 +70615,7 @@ class WebXRManager extends EventDispatcher {
70615
70615
 
70616
70616
  // If all controllers do currently receive input we ignore new ones
70617
70617
 
70618
- if ( controllerIndex === - 1 ) break;
70618
+ if ( controllerIndex === -1 ) break;
70619
70619
 
70620
70620
  }
70621
70621
 
@@ -70682,7 +70682,7 @@ class WebXRManager extends EventDispatcher {
70682
70682
  camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
70683
70683
 
70684
70684
  // Check if the projection uses an infinite far plane.
70685
- if ( projL[ 10 ] === - 1.0 ) {
70685
+ if ( projL[ 10 ] === -1 ) {
70686
70686
 
70687
70687
  // Use the projection matrix from the left eye.
70688
70688
  // The camera offset is sufficient to include the view volumes
@@ -71235,7 +71235,7 @@ function WebGLMaterials( renderer, properties ) {
71235
71235
 
71236
71236
  if ( material.side === BackSide ) {
71237
71237
 
71238
- uniforms.bumpScale.value *= - 1;
71238
+ uniforms.bumpScale.value *= -1;
71239
71239
 
71240
71240
  }
71241
71241
 
@@ -71302,19 +71302,19 @@ function WebGLMaterials( renderer, properties ) {
71302
71302
  _e1.copy( envMapRotation );
71303
71303
 
71304
71304
  // accommodate left-handed frame
71305
- _e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;
71305
+ _e1.x *= -1; _e1.y *= -1; _e1.z *= -1;
71306
71306
 
71307
71307
  if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {
71308
71308
 
71309
71309
  // environment maps which are not cube render targets or PMREMs follow a different convention
71310
- _e1.y *= - 1;
71311
- _e1.z *= - 1;
71310
+ _e1.y *= -1;
71311
+ _e1.z *= -1;
71312
71312
 
71313
71313
  }
71314
71314
 
71315
71315
  uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );
71316
71316
 
71317
- uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
71317
+ uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
71318
71318
 
71319
71319
  uniforms.reflectivity.value = material.reflectivity;
71320
71320
  uniforms.ior.value = material.ior;
@@ -71737,7 +71737,7 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
71737
71737
 
71738
71738
  for ( let i = 0; i < maxBindingPoints; i ++ ) {
71739
71739
 
71740
- if ( allocatedBindingPoints.indexOf( i ) === - 1 ) {
71740
+ if ( allocatedBindingPoints.indexOf( i ) === -1 ) {
71741
71741
 
71742
71742
  allocatedBindingPoints.push( i );
71743
71743
  return i;
@@ -72277,7 +72277,7 @@ class WebGLRenderer {
72277
72277
  let _currentActiveCubeFace = 0;
72278
72278
  let _currentActiveMipmapLevel = 0;
72279
72279
  let _currentRenderTarget = null;
72280
- let _currentMaterialId = - 1;
72280
+ let _currentMaterialId = -1;
72281
72281
 
72282
72282
  let _currentCamera = null;
72283
72283
 
@@ -73675,7 +73675,7 @@ class WebGLRenderer {
73675
73675
  // _gl.finish();
73676
73676
 
73677
73677
  bindingStates.resetDefaultState();
73678
- _currentMaterialId = - 1;
73678
+ _currentMaterialId = -1;
73679
73679
  _currentCamera = null;
73680
73680
 
73681
73681
  renderStateStack.pop();
@@ -74513,7 +74513,7 @@ class WebGLRenderer {
74513
74513
 
74514
74514
  m_uniforms.envMap.value = envMap;
74515
74515
 
74516
- m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
74516
+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
74517
74517
 
74518
74518
  }
74519
74519
 
@@ -74843,7 +74843,7 @@ class WebGLRenderer {
74843
74843
 
74844
74844
  }
74845
74845
 
74846
- _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
74846
+ _currentMaterialId = -1; // reset current material to ensure correct uniform bindings
74847
74847
 
74848
74848
  };
74849
74849