@xeokit/xeokit-sdk 2.4.0-alpha-19 → 2.4.0-alpha-20

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.
@@ -8940,7 +8940,7 @@ class VBOSceneModelNode {
8940
8940
 
8941
8941
  }
8942
8942
 
8943
- const tempVec3a$1h = math.vec3();
8943
+ const tempVec3a$1i = math.vec3();
8944
8944
 
8945
8945
  /**
8946
8946
  * Given a view matrix and a relative-to-center (RTC) coordinate origin, returns a view matrix
@@ -9020,7 +9020,7 @@ function worldToRTCPos(worldPos, rtcCenter, rtcPos) {
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  */
9021
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  function worldToRTCPositions(worldPositions, rtcPositions, rtcCenter, cellSize = 1000) {
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9022
 
9023
- const center = math.getPositionsCenter(worldPositions, tempVec3a$1h);
9023
+ const center = math.getPositionsCenter(worldPositions, tempVec3a$1i);
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9024
 
9025
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  const rtcCenterX = Math.round(center[0] / cellSize) * cellSize;
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  const rtcCenterY = Math.round(center[1] / cellSize) * cellSize;
@@ -9056,7 +9056,7 @@ function worldToRTCPositions(worldPositions, rtcPositions, rtcCenter, cellSize =
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  */
9057
9057
  function getPlaneRTCPos(dist, dir, rtcCenter, rtcPlanePos) {
9058
9058
  const rtcCenterToPlaneDist = math.dotVec3(dir, rtcCenter) + dist;
9059
- const dirNormalized = math.normalizeVec3(dir, tempVec3a$1h);
9059
+ const dirNormalized = math.normalizeVec3(dir, tempVec3a$1i);
9060
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  math.mulVec3Scalar(dirNormalized, -rtcCenterToPlaneDist, rtcPlanePos);
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  return rtcPlanePos;
9062
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  }
@@ -11693,8 +11693,8 @@ class Annotation extends Marker {
11693
11693
  }
11694
11694
  }
11695
11695
 
11696
- const tempVec3a$1g = math.vec3();
11697
- const tempVec3b$c = math.vec3();
11696
+ const tempVec3a$1h = math.vec3();
11697
+ const tempVec3b$d = math.vec3();
11698
11698
  const tempVec3c$9 = math.vec3();
11699
11699
 
11700
11700
  /**
@@ -12171,8 +12171,8 @@ class AnnotationsPlugin extends Plugin {
12171
12171
  if (!pickResult.worldPos || !pickResult.worldNormal) {
12172
12172
  this.error("Param 'pickResult' does not have both worldPos and worldNormal");
12173
12173
  } else {
12174
- const normalizedWorldNormal = math.normalizeVec3(pickResult.worldNormal, tempVec3a$1g);
12175
- const offsetVec = math.mulVec3Scalar(normalizedWorldNormal, this._surfaceOffset, tempVec3b$c);
12174
+ const normalizedWorldNormal = math.normalizeVec3(pickResult.worldNormal, tempVec3a$1h);
12175
+ const offsetVec = math.mulVec3Scalar(normalizedWorldNormal, this._surfaceOffset, tempVec3b$d);
12176
12176
  const offsetWorldPos = math.addVec3(pickResult.worldPos, offsetVec, tempVec3c$9);
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12177
  worldPos = offsetWorldPos;
12178
12178
  entity = pickResult.entity;
@@ -14368,7 +14368,7 @@ const MARKER_COLOR = math.vec3([1.0, 0.0, 0.0]);
14368
14368
  const POINT_SIZE = 20;
14369
14369
  const MARKER_SPRITE_CLIPZ_OFFSET = -0.001; // Amount that we offset sprite clip Z coords to raise them from surfaces
14370
14370
 
14371
- const tempVec3a$1f = math.vec3();
14371
+ const tempVec3a$1g = math.vec3();
14372
14372
 
14373
14373
  /**
14374
14374
  * Manages occlusion testing. Private member of a Renderer.
@@ -14705,7 +14705,7 @@ class OcclusionTester {
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  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
14706
14706
  if (active) {
14707
14707
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
14708
- gl.uniform3fv(sectionPlaneUniforms.pos, getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1f));
14708
+ gl.uniform3fv(sectionPlaneUniforms.pos, getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1g));
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14709
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
14710
14710
  }
14711
14711
  }
@@ -18710,7 +18710,7 @@ class CustomProjection extends Component {
18710
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  }
18711
18711
 
18712
18712
  const tempVec3$6 = math.vec3();
18713
- const tempVec3b$b = math.vec3();
18713
+ const tempVec3b$c = math.vec3();
18714
18714
  const tempVec3c$8 = math.vec3();
18715
18715
  const tempVec3d$4 = math.vec3();
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18716
  const tempVec3e$3 = math.vec3();
@@ -19020,7 +19020,7 @@ class Camera extends Component {
19020
19020
  orbitYaw(angleInc) {
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  let lookEyeVec = math.subVec3(this._eye, this._look, tempVec3$6);
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19022
  math.rotationMat4v(angleInc * 0.0174532925, this._gimbalLock ? this._worldUp : this._up, tempMat);
19023
- lookEyeVec = math.transformPoint3(tempMat, lookEyeVec, tempVec3b$b);
19023
+ lookEyeVec = math.transformPoint3(tempMat, lookEyeVec, tempVec3b$c);
19024
19024
  this.eye = math.addVec3(this._look, lookEyeVec, tempVec3c$8); // Set eye position as 'look' plus 'eye' vector
19025
19025
  this.up = math.transformPoint3(tempMat, this._up, tempVec3d$4); // Rotate 'up' vector
19026
19026
  }
@@ -19038,7 +19038,7 @@ class Camera extends Component {
19038
19038
  }
19039
19039
  }
19040
19040
  let eye2 = math.subVec3(this._eye, this._look, tempVec3$6);
19041
- const left = math.cross3Vec3(math.normalizeVec3(eye2, tempVec3b$b), math.normalizeVec3(this._up, tempVec3c$8));
19041
+ const left = math.cross3Vec3(math.normalizeVec3(eye2, tempVec3b$c), math.normalizeVec3(this._up, tempVec3c$8));
19042
19042
  math.rotationMat4v(angleInc * 0.0174532925, left, tempMat);
19043
19043
  eye2 = math.transformPoint3(tempMat, eye2, tempVec3d$4);
19044
19044
  this.up = math.transformPoint3(tempMat, this._up, tempVec3e$3);
@@ -19053,7 +19053,7 @@ class Camera extends Component {
19053
19053
  yaw(angleInc) {
19054
19054
  let look2 = math.subVec3(this._look, this._eye, tempVec3$6);
19055
19055
  math.rotationMat4v(angleInc * 0.0174532925, this._gimbalLock ? this._worldUp : this._up, tempMat);
19056
- look2 = math.transformPoint3(tempMat, look2, tempVec3b$b);
19056
+ look2 = math.transformPoint3(tempMat, look2, tempVec3b$c);
19057
19057
  this.look = math.addVec3(look2, this._eye, tempVec3c$8);
19058
19058
  if (this._gimbalLock) {
19059
19059
  this.up = math.transformPoint3(tempMat, this._up, tempVec3d$4);
@@ -19073,7 +19073,7 @@ class Camera extends Component {
19073
19073
  }
19074
19074
  }
19075
19075
  let look2 = math.subVec3(this._look, this._eye, tempVec3$6);
19076
- const left = math.cross3Vec3(math.normalizeVec3(look2, tempVec3b$b), math.normalizeVec3(this._up, tempVec3c$8));
19076
+ const left = math.cross3Vec3(math.normalizeVec3(look2, tempVec3b$c), math.normalizeVec3(this._up, tempVec3c$8));
19077
19077
  math.rotationMat4v(angleInc * 0.0174532925, left, tempMat);
19078
19078
  this.up = math.transformPoint3(tempMat, this._up, tempVec3f$3);
19079
19079
  look2 = math.transformPoint3(tempMat, look2, tempVec3d$4);
@@ -19090,7 +19090,7 @@ class Camera extends Component {
19090
19090
  const vec = [0, 0, 0];
19091
19091
  let v;
19092
19092
  if (pan[0] !== 0) {
19093
- const left = math.cross3Vec3(math.normalizeVec3(eye2, []), math.normalizeVec3(this._up, tempVec3b$b));
19093
+ const left = math.cross3Vec3(math.normalizeVec3(eye2, []), math.normalizeVec3(this._up, tempVec3b$c));
19094
19094
  v = math.mulVec3Scalar(left, pan[0]);
19095
19095
  vec[0] += v[0];
19096
19096
  vec[1] += v[1];
@@ -19119,7 +19119,7 @@ class Camera extends Component {
19119
19119
  */
19120
19120
  zoom(delta) {
19121
19121
  const vec = math.subVec3(this._eye, this._look, tempVec3$6);
19122
- const lenLook = Math.abs(math.lenVec3(vec, tempVec3b$b));
19122
+ const lenLook = Math.abs(math.lenVec3(vec, tempVec3b$c));
19123
19123
  const newLenLook = Math.abs(lenLook + delta);
19124
19124
  if (newLenLook < 0.5) {
19125
19125
  return;
@@ -19581,7 +19581,7 @@ class Camera extends Component {
19581
19581
  }
19582
19582
 
19583
19583
  const tempVec4$9 = math.vec4();
19584
- const tempVec3a$1e = math.vec3();
19584
+ const tempVec3a$1f = math.vec3();
19585
19585
 
19586
19586
  /**
19587
19587
  * @private
@@ -19668,7 +19668,7 @@ class TrianglesDataTextureColorRenderer {
19668
19668
  if (active) {
19669
19669
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
19670
19670
  if (origin) {
19671
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1e);
19671
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1f);
19672
19672
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
19673
19673
  } else {
19674
19674
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -20195,7 +20195,7 @@ class TrianglesDataTextureColorRenderer {
20195
20195
 
20196
20196
  const defaultColor$6 = new Float32Array([1, 1, 1]);
20197
20197
  math.vec4();
20198
- const tempVec3a$1d = math.vec3();
20198
+ const tempVec3a$1e = math.vec3();
20199
20199
 
20200
20200
  /**
20201
20201
  * @private
@@ -20303,7 +20303,7 @@ class TrianglesDataTextureSilhouetteRenderer {
20303
20303
  if (active) {
20304
20304
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
20305
20305
  if (origin) {
20306
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1d);
20306
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1e);
20307
20307
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
20308
20308
  } else {
20309
20309
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -20659,7 +20659,7 @@ class TrianglesDataTextureSilhouetteRenderer {
20659
20659
  }
20660
20660
  }
20661
20661
 
20662
- const tempVec3a$1c = math.vec3();
20662
+ const tempVec3a$1d = math.vec3();
20663
20663
  const defaultColor$5 = new Float32Array([0,0,0,1]);
20664
20664
 
20665
20665
  /**
@@ -20759,7 +20759,7 @@ class TrianglesDataTextureEdgesRenderer {
20759
20759
  if (active) {
20760
20760
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
20761
20761
  if (origin) {
20762
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1c);
20762
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1d);
20763
20763
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
20764
20764
  } else {
20765
20765
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -21078,7 +21078,7 @@ class TrianglesDataTextureEdgesRenderer {
21078
21078
  }
21079
21079
  }
21080
21080
 
21081
- const tempVec3a$1b = math.vec3();
21081
+ const tempVec3a$1c = math.vec3();
21082
21082
 
21083
21083
  /**
21084
21084
  * @private
@@ -21152,7 +21152,7 @@ class TrianglesDataTextureEdgesColorRenderer {
21152
21152
  if (active) {
21153
21153
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
21154
21154
  if (origin) {
21155
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1b);
21155
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1c);
21156
21156
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
21157
21157
  } else {
21158
21158
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -21480,7 +21480,7 @@ class TrianglesDataTextureEdgesColorRenderer {
21480
21480
  }
21481
21481
  }
21482
21482
 
21483
- const tempVec3a$1a = math.vec3();
21483
+ const tempVec3a$1b = math.vec3();
21484
21484
 
21485
21485
  /**
21486
21486
  * @private
@@ -21567,7 +21567,7 @@ class TrianglesDataTexturePickMeshRenderer {
21567
21567
  if (active) {
21568
21568
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
21569
21569
  if (origin) {
21570
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1a);
21570
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1b);
21571
21571
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
21572
21572
  } else {
21573
21573
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -21923,7 +21923,7 @@ class TrianglesDataTexturePickMeshRenderer {
21923
21923
  }
21924
21924
  }
21925
21925
 
21926
- const tempVec3a$19 = math.vec3();
21926
+ const tempVec3a$1a = math.vec3();
21927
21927
 
21928
21928
  /**
21929
21929
  * @private
@@ -22015,7 +22015,7 @@ class TrianglesDataTexturePickDepthRenderer {
22015
22015
  if (active) {
22016
22016
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
22017
22017
  if (origin) {
22018
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$19);
22018
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$1a);
22019
22019
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
22020
22020
  } else {
22021
22021
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -22374,7 +22374,7 @@ class TrianglesDataTexturePickDepthRenderer {
22374
22374
  }
22375
22375
  }
22376
22376
 
22377
- const tempVec3a$18 = math.vec3();
22377
+ const tempVec3a$19 = math.vec3();
22378
22378
 
22379
22379
  /**
22380
22380
  * @private
@@ -22466,7 +22466,7 @@ class TrianglesDataTexturePickNormalsRenderer {
22466
22466
  if (active) {
22467
22467
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
22468
22468
  if (origin) {
22469
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$18);
22469
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$19);
22470
22470
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
22471
22471
  } else {
22472
22472
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -23030,7 +23030,7 @@ class TrianglesDataTextureOcclusionRenderer {
23030
23030
  }
23031
23031
 
23032
23032
  math.vec4();
23033
- const tempVec3a$17 = math.vec3();
23033
+ const tempVec3a$18 = math.vec3();
23034
23034
 
23035
23035
  /**
23036
23036
  * @private
@@ -23115,7 +23115,7 @@ class TrianglesDataTextureDepthRenderer {
23115
23115
  if (active) {
23116
23116
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
23117
23117
  if (origin) {
23118
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$17);
23118
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$18);
23119
23119
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
23120
23120
  } else {
23121
23121
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -23486,7 +23486,7 @@ class TrianglesDataTextureDepthRenderer {
23486
23486
  }
23487
23487
  }
23488
23488
 
23489
- const tempVec3a$16 = math.vec3();
23489
+ const tempVec3a$17 = math.vec3();
23490
23490
 
23491
23491
  /**
23492
23492
  * @private
@@ -23549,7 +23549,7 @@ class TrianglesDataTextureNormalsRenderer {
23549
23549
  if (active) {
23550
23550
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
23551
23551
  if (origin) {
23552
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$16);
23552
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$17);
23553
23553
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
23554
23554
  } else {
23555
23555
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -23979,7 +23979,7 @@ class TrianglesDataTextureShadowRenderer {
23979
23979
  }
23980
23980
 
23981
23981
  const tempVec4$8 = math.vec4();
23982
- const tempVec3a$15 = math.vec3();
23982
+ const tempVec3a$16 = math.vec3();
23983
23983
 
23984
23984
  const TEXTURE_DECODE_FUNCS$2 = {
23985
23985
  "linear": "linearToLinear",
@@ -24050,7 +24050,7 @@ class TrianglesDataTextureColorQualityRenderer {
24050
24050
  if (active) {
24051
24051
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
24052
24052
  if (origin) {
24053
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$15);
24053
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$16);
24054
24054
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
24055
24055
  } else {
24056
24056
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -24789,7 +24789,7 @@ class TrianglesDataTextureColorQualityRenderer {
24789
24789
  }
24790
24790
  }
24791
24791
 
24792
- const tempVec3a$14 = math.vec3();
24792
+ const tempVec3a$15 = math.vec3();
24793
24793
 
24794
24794
  /**
24795
24795
  * @private
@@ -24903,7 +24903,7 @@ class TrianglesDataTexturePickNormalsFlatRenderer {
24903
24903
  if (active) {
24904
24904
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
24905
24905
  if (origin) {
24906
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$14);
24906
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$15);
24907
24907
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
24908
24908
  } else {
24909
24909
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -27640,8 +27640,8 @@ const tempUint8Array4 = new Uint8Array (4);
27640
27640
 
27641
27641
  const tempFloat32Array3 = new Float32Array (3);
27642
27642
 
27643
- const tempVec3a$13 = math.vec3();
27644
- const tempVec3b$a = math.vec3();
27643
+ const tempVec3a$14 = math.vec3();
27644
+ const tempVec3b$b = math.vec3();
27645
27645
  const tempVec3c$7 = math.vec3();
27646
27646
  const tempVec3d$3 = math.vec3();
27647
27647
  const tempVec3e$2 = math.vec3();
@@ -29266,8 +29266,8 @@ class TrianglesDataTextureLayer {
29266
29266
  const origin = state.origin;
29267
29267
  const offset = portion.offset;
29268
29268
 
29269
- const rtcRayOrigin = tempVec3a$13;
29270
- const rtcRayDir = tempVec3b$a;
29269
+ const rtcRayOrigin = tempVec3a$14;
29270
+ const rtcRayDir = tempVec3b$b;
29271
29271
 
29272
29272
  rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c$7) : worldRayOrigin); // World -> RTC
29273
29273
  rtcRayDir.set(worldRayDir);
@@ -32116,7 +32116,7 @@ class ViewFrustumCullingManager {
32116
32116
 
32117
32117
  WEBGL_INFO.SUPPORTED_EXTENSIONS["ANGLE_instanced_arrays"];
32118
32118
 
32119
- const tempVec3a$12 = math.vec3();
32119
+ const tempVec3a$13 = math.vec3();
32120
32120
  const tempMat4$3 = math.mat4();
32121
32121
 
32122
32122
  const defaultScale$1 = math.vec3([1, 1, 1]);
@@ -33088,7 +33088,7 @@ class DataTextureSceneModel extends Component {
33088
33088
  }
33089
33089
 
33090
33090
  const cfgOrigin = cfg.origin || cfg.rtcCenter;
33091
- const origin = (cfgOrigin) ? math.addVec3(this._origin, cfgOrigin, tempVec3a$12) : this._origin;
33091
+ const origin = (cfgOrigin) ? math.addVec3(this._origin, cfgOrigin, tempVec3a$13) : this._origin;
33092
33092
 
33093
33093
  switch (primitive) {
33094
33094
  case "triangles":
@@ -33352,7 +33352,7 @@ class DataTextureSceneModel extends Component {
33352
33352
  if (!origin) {
33353
33353
  origin = cfgOrigin;
33354
33354
  } else {
33355
- origin = math.addVec3(this._origin, cfgOrigin, tempVec3a$12);
33355
+ origin = math.addVec3(this._origin, cfgOrigin, tempVec3a$13);
33356
33356
  }
33357
33357
  } else {
33358
33358
  origin = this._origin;
@@ -45980,7 +45980,7 @@ function buildFragmentDraw(mesh) {
45980
45980
  * @author xeolabs / https://github.com/xeolabs
45981
45981
  */
45982
45982
 
45983
- const tempVec3a$11 = math.vec3();
45983
+ const tempVec3a$12 = math.vec3();
45984
45984
 
45985
45985
  const ids$2 = new Map$1({});
45986
45986
 
@@ -46079,7 +46079,7 @@ DrawRenderer.prototype.drawMesh = function (frameCtx, mesh) {
46079
46079
  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
46080
46080
  if (active) {
46081
46081
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
46082
- gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$11) : sectionPlane.pos);
46082
+ gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$12) : sectionPlane.pos);
46083
46083
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
46084
46084
  }
46085
46085
  }
@@ -47217,7 +47217,7 @@ function buildFragment$5(mesh) {
47217
47217
 
47218
47218
  const ids$1 = new Map$1({});
47219
47219
 
47220
- const tempVec3a$10 = math.vec3();
47220
+ const tempVec3a$11 = math.vec3();
47221
47221
 
47222
47222
  /**
47223
47223
  * @private
@@ -47301,7 +47301,7 @@ EmphasisFillRenderer.prototype.drawMesh = function (frameCtx, mesh, mode) {
47301
47301
  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
47302
47302
  if (active) {
47303
47303
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
47304
- gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$10) : sectionPlane.pos);
47304
+ gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$11) : sectionPlane.pos);
47305
47305
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
47306
47306
  }
47307
47307
  }
@@ -47637,7 +47637,7 @@ function buildFragment$4(mesh) {
47637
47637
 
47638
47638
  const ids = new Map$1({});
47639
47639
 
47640
- const tempVec3a$$ = math.vec3();
47640
+ const tempVec3a$10 = math.vec3();
47641
47641
 
47642
47642
  /**
47643
47643
  * @private
@@ -47720,7 +47720,7 @@ EmphasisEdgesRenderer.prototype.drawMesh = function (frameCtx, mesh, mode) {
47720
47720
  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
47721
47721
  if (active) {
47722
47722
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
47723
- gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$$) : sectionPlane.pos);
47723
+ gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$10) : sectionPlane.pos);
47724
47724
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
47725
47725
  }
47726
47726
  }
@@ -48015,7 +48015,7 @@ function buildFragment$3(mesh) {
48015
48015
  * @author xeolabs / https://github.com/xeolabs
48016
48016
  */
48017
48017
 
48018
- const tempVec3a$_ = math.vec3();
48018
+ const tempVec3a$$ = math.vec3();
48019
48019
 
48020
48020
  // No ID, because there is exactly one PickMeshRenderer per scene
48021
48021
 
@@ -48099,7 +48099,7 @@ PickMeshRenderer.prototype.drawMesh = function (frameCtx, mesh) {
48099
48099
  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
48100
48100
  if (active) {
48101
48101
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
48102
- gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$_) : sectionPlane.pos);
48102
+ gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$$) : sectionPlane.pos);
48103
48103
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
48104
48104
  }
48105
48105
  }
@@ -48332,7 +48332,7 @@ function buildFragment$2(mesh) {
48332
48332
  * @author xeolabs / https://github.com/xeolabs
48333
48333
  */
48334
48334
 
48335
- const tempVec3a$Z = math.vec3();
48335
+ const tempVec3a$_ = math.vec3();
48336
48336
 
48337
48337
  /**
48338
48338
  * @private
@@ -48424,7 +48424,7 @@ PickTriangleRenderer.prototype.drawMesh = function (frameCtx, mesh) {
48424
48424
  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
48425
48425
  if (active) {
48426
48426
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
48427
- gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$Z) : sectionPlane.pos);
48427
+ gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$_) : sectionPlane.pos);
48428
48428
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
48429
48429
  }
48430
48430
  }
@@ -48661,7 +48661,7 @@ function buildFragment$1(mesh) {
48661
48661
  * @author xeolabs / https://github.com/xeolabs
48662
48662
  */
48663
48663
 
48664
- const tempVec3a$Y = math.vec3();
48664
+ const tempVec3a$Z = math.vec3();
48665
48665
 
48666
48666
  // No ID, because there is exactly one PickMeshRenderer per scene
48667
48667
 
@@ -48769,7 +48769,7 @@ OcclusionRenderer.prototype.drawMesh = function (frameCtx, mesh) {
48769
48769
  gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
48770
48770
  if (active) {
48771
48771
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
48772
- gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$Y) : sectionPlane.pos);
48772
+ gl.uniform3fv(sectionPlaneUniforms.pos, origin ? getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$Z) : sectionPlane.pos);
48773
48773
  gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
48774
48774
  }
48775
48775
  }
@@ -61371,8 +61371,8 @@ class LineSet extends Component {
61371
61371
  }
61372
61372
 
61373
61373
  const tempVec3$4 = math.vec3();
61374
- const tempVec3a$X = math.vec3();
61375
- const tempVec3b$9 = math.vec3();
61374
+ const tempVec3a$Y = math.vec3();
61375
+ const tempVec3b$a = math.vec3();
61376
61376
  const tempVec3c$6 = math.vec3();
61377
61377
 
61378
61378
  /**
@@ -62052,8 +62052,8 @@ class BCFViewpointsPlugin extends Plugin {
62052
62052
  bcfViewpoint.bitmaps.forEach(function (e) {
62053
62053
  const bitmap_type = e.bitmap_type || "jpg"; // "jpg" | "png"
62054
62054
  const bitmap_data = e.bitmap_data; // base64
62055
- let location = xyzObjectToArray(e.location, tempVec3a$X);
62056
- let normal = xyzObjectToArray(e.normal, tempVec3b$9);
62055
+ let location = xyzObjectToArray(e.location, tempVec3a$Y);
62056
+ let normal = xyzObjectToArray(e.normal, tempVec3b$a);
62057
62057
  let up = xyzObjectToArray(e.up, tempVec3c$6);
62058
62058
  let height = e.height || 1;
62059
62059
  if (!bitmap_type) {
@@ -63942,7 +63942,7 @@ class SplineCurve extends Curve {
63942
63942
  }
63943
63943
  }
63944
63944
 
63945
- const tempVec3a$W = math.vec3();
63945
+ const tempVec3a$X = math.vec3();
63946
63946
 
63947
63947
  /**
63948
63948
  * @desc Defines a sequence of frames along which a {@link CameraPathAnimation} can animate a {@link Camera}.
@@ -64074,9 +64074,9 @@ class CameraPath extends Component {
64074
64074
  t = t / (this._frames[this._frames.length - 1].t - this._frames[0].t);
64075
64075
  t = t < 0.0 ? 0.0 : (t > 1.0 ? 1.0 : t);
64076
64076
 
64077
- camera.eye = this._eyeCurve.getPoint(t, tempVec3a$W);
64078
- camera.look = this._lookCurve.getPoint(t, tempVec3a$W);
64079
- camera.up = this._upCurve.getPoint(t, tempVec3a$W);
64077
+ camera.eye = this._eyeCurve.getPoint(t, tempVec3a$X);
64078
+ camera.look = this._lookCurve.getPoint(t, tempVec3a$X);
64079
+ camera.up = this._upCurve.getPoint(t, tempVec3a$X);
64080
64080
  }
64081
64081
 
64082
64082
  /**
@@ -65115,7 +65115,7 @@ CameraPathAnimation.PLAYING = 2;
65115
65115
  CameraPathAnimation.PLAYING_TO = 3;
65116
65116
 
65117
65117
  const tempVec3$2 = math.vec3();
65118
- const tempVec3b$8 = math.vec3();
65118
+ const tempVec3b$9 = math.vec3();
65119
65119
  math.vec3();
65120
65120
  const zeroVec$1 = math.vec3([0, -1, 0]);
65121
65121
  const tempQuat = math.vec4([0, 0, 0, 1]);
@@ -65543,7 +65543,7 @@ class ImagePlane extends Component {
65543
65543
  const dist = -math.dotVec3(negDir, tempVec3$2);
65544
65544
 
65545
65545
  math.normalizeVec3(negDir);
65546
- math.mulVec3Scalar(negDir, dist, tempVec3b$8);
65546
+ math.mulVec3Scalar(negDir, dist, tempVec3b$9);
65547
65547
  math.vec3PairToQuaternion(zeroVec$1, dir, tempQuat);
65548
65548
 
65549
65549
  this._node.quaternion = tempQuat;
@@ -66709,8 +66709,8 @@ class SpriteMarker extends Marker {
66709
66709
  }
66710
66710
  }
66711
66711
 
66712
- const tempVec3a$V = math.vec3();
66713
- const tempVec3b$7 = math.vec3();
66712
+ const tempVec3a$W = math.vec3();
66713
+ const tempVec3b$8 = math.vec3();
66714
66714
  const tempMat4a = math.mat4();
66715
66715
 
66716
66716
  /**
@@ -66787,8 +66787,8 @@ function frustumIntersectsAABB3(frustum, aabb) {
66787
66787
 
66788
66788
  let ret = Frustum.INSIDE;
66789
66789
 
66790
- const min = tempVec3a$V;
66791
- const max = tempVec3b$7;
66790
+ const min = tempVec3a$W;
66791
+ const max = tempVec3b$8;
66792
66792
 
66793
66793
  min[0] = aabb[0];
66794
66794
  min[1] = aabb[1];
@@ -69369,7 +69369,7 @@ const RENDER_PASSES = {
69369
69369
  };
69370
69370
 
69371
69371
  const tempVec4$7 = math.vec4();
69372
- const tempVec3a$U = math.vec3();
69372
+ const tempVec3a$V = math.vec3();
69373
69373
 
69374
69374
  /**
69375
69375
  * @private
@@ -69434,7 +69434,7 @@ class TrianglesBatchingColorRenderer {
69434
69434
  if (active) {
69435
69435
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
69436
69436
  if (origin) {
69437
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$U);
69437
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$V);
69438
69438
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
69439
69439
  } else {
69440
69440
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -69862,7 +69862,7 @@ class TrianglesBatchingColorRenderer {
69862
69862
  }
69863
69863
 
69864
69864
  const tempVec4$6 = math.vec4();
69865
- const tempVec3a$T = math.vec3();
69865
+ const tempVec3a$U = math.vec3();
69866
69866
 
69867
69867
  /**
69868
69868
  * @private
@@ -69924,7 +69924,7 @@ class TrianglesBatchingFlatColorRenderer {
69924
69924
  if (active) {
69925
69925
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
69926
69926
  if (origin) {
69927
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$T);
69927
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$U);
69928
69928
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
69929
69929
  } else {
69930
69930
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -70341,7 +70341,7 @@ class TrianglesBatchingFlatColorRenderer {
70341
70341
  }
70342
70342
 
70343
70343
  const defaultColor$4 = new Float32Array([1, 1, 1]);
70344
- const tempVec3a$S = math.vec3();
70344
+ const tempVec3a$T = math.vec3();
70345
70345
 
70346
70346
  /**
70347
70347
  * @private
@@ -70425,7 +70425,7 @@ class TrianglesBatchingSilhouetteRenderer {
70425
70425
  if (active) {
70426
70426
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
70427
70427
  if (origin) {
70428
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$S);
70428
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$T);
70429
70429
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
70430
70430
  } else {
70431
70431
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -70662,7 +70662,7 @@ class TrianglesBatchingSilhouetteRenderer {
70662
70662
  }
70663
70663
  }
70664
70664
 
70665
- const tempVec3a$R = math.vec3();
70665
+ const tempVec3a$S = math.vec3();
70666
70666
  const defaultColor$3 = new Float32Array([0,0,0,1]);
70667
70667
 
70668
70668
  /**
@@ -70745,7 +70745,7 @@ class TrianglesBatchingEdgesRenderer {
70745
70745
  if (active) {
70746
70746
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
70747
70747
  if (origin) {
70748
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$R);
70748
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$S);
70749
70749
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
70750
70750
  } else {
70751
70751
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -70973,7 +70973,7 @@ class TrianglesBatchingEdgesRenderer {
70973
70973
  }
70974
70974
  }
70975
70975
 
70976
- const tempVec3a$Q = math.vec3();
70976
+ const tempVec3a$R = math.vec3();
70977
70977
 
70978
70978
  /**
70979
70979
  * @private
@@ -71033,7 +71033,7 @@ class TrianglesBatchingEdgesColorRenderer {
71033
71033
  if (active) {
71034
71034
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
71035
71035
  if (origin) {
71036
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$Q);
71036
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$R);
71037
71037
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
71038
71038
  } else {
71039
71039
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -71261,7 +71261,7 @@ class TrianglesBatchingEdgesColorRenderer {
71261
71261
  }
71262
71262
  }
71263
71263
 
71264
- const tempVec3a$P = math.vec3();
71264
+ const tempVec3a$Q = math.vec3();
71265
71265
 
71266
71266
  /**
71267
71267
  * @private
@@ -71327,7 +71327,7 @@ class TrianglesBatchingPickMeshRenderer {
71327
71327
  if (active) {
71328
71328
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
71329
71329
  if (origin) {
71330
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$P);
71330
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$Q);
71331
71331
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
71332
71332
  } else {
71333
71333
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -71557,7 +71557,7 @@ class TrianglesBatchingPickMeshRenderer {
71557
71557
  }
71558
71558
  }
71559
71559
 
71560
- const tempVec3a$O = math.vec3();
71560
+ const tempVec3a$P = math.vec3();
71561
71561
 
71562
71562
  /**
71563
71563
  * @private
@@ -71628,7 +71628,7 @@ class TrianglesBatchingPickDepthRenderer {
71628
71628
  if (active) {
71629
71629
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
71630
71630
  if (origin) {
71631
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$O);
71631
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$P);
71632
71632
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
71633
71633
  } else {
71634
71634
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -71866,7 +71866,7 @@ class TrianglesBatchingPickDepthRenderer {
71866
71866
  }
71867
71867
  }
71868
71868
 
71869
- const tempVec3a$N = math.vec3();
71869
+ const tempVec3a$O = math.vec3();
71870
71870
 
71871
71871
  /**
71872
71872
  * @private
@@ -71934,7 +71934,7 @@ class TrianglesBatchingPickNormalsRenderer {
71934
71934
  if (active) {
71935
71935
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
71936
71936
  if (origin) {
71937
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$N);
71937
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$O);
71938
71938
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
71939
71939
  } else {
71940
71940
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -72159,7 +72159,7 @@ class TrianglesBatchingPickNormalsRenderer {
72159
72159
  }
72160
72160
  }
72161
72161
 
72162
- const tempVec3a$M = math.vec3();
72162
+ const tempVec3a$N = math.vec3();
72163
72163
 
72164
72164
  /**
72165
72165
  * @private
@@ -72219,7 +72219,7 @@ class TrianglesBatchingOcclusionRenderer {
72219
72219
  if (active) {
72220
72220
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
72221
72221
  if (origin) {
72222
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$M);
72222
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$N);
72223
72223
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
72224
72224
  } else {
72225
72225
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -72442,7 +72442,7 @@ class TrianglesBatchingOcclusionRenderer {
72442
72442
  }
72443
72443
  }
72444
72444
 
72445
- const tempVec3a$L = math.vec3();
72445
+ const tempVec3a$M = math.vec3();
72446
72446
 
72447
72447
  /**
72448
72448
  * @private
@@ -72502,7 +72502,7 @@ class TrianglesBatchingDepthRenderer {
72502
72502
  if (active) {
72503
72503
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
72504
72504
  if (origin) {
72505
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$L);
72505
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$M);
72506
72506
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
72507
72507
  } else {
72508
72508
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -72726,7 +72726,7 @@ class TrianglesBatchingDepthRenderer {
72726
72726
  }
72727
72727
  }
72728
72728
 
72729
- const tempVec3a$K = math.vec3();
72729
+ const tempVec3a$L = math.vec3();
72730
72730
 
72731
72731
  /**
72732
72732
  * @private
@@ -72789,7 +72789,7 @@ class TrianglesBatchingNormalsRenderer {
72789
72789
  if (active) {
72790
72790
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
72791
72791
  if (origin) {
72792
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$K);
72792
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$L);
72793
72793
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
72794
72794
  } else {
72795
72795
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -73029,7 +73029,7 @@ class TrianglesBatchingNormalsRenderer {
73029
73029
  }
73030
73030
  }
73031
73031
 
73032
- const tempVec3a$J = math.vec3();
73032
+ const tempVec3a$K = math.vec3();
73033
73033
 
73034
73034
  /**
73035
73035
  * Renders BatchingLayer fragment depths to a shadow map.
@@ -73098,7 +73098,7 @@ class TrianglesBatchingShadowRenderer {
73098
73098
  if (active) {
73099
73099
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
73100
73100
  if (origin) {
73101
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$J);
73101
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$K);
73102
73102
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
73103
73103
  } else {
73104
73104
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -73270,7 +73270,7 @@ class TrianglesBatchingShadowRenderer {
73270
73270
  }
73271
73271
 
73272
73272
  const tempVec4$5 = math.vec4();
73273
- const tempVec3a$I = math.vec3();
73273
+ const tempVec3a$J = math.vec3();
73274
73274
 
73275
73275
  // const TEXTURE_DECODE_FUNCS = {};
73276
73276
  // TEXTURE_DECODE_FUNCS[LinearEncoding] = "linearToLinear";
@@ -73343,7 +73343,7 @@ class TrianglesBatchingPBRRenderer {
73343
73343
  if (active) {
73344
73344
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
73345
73345
  if (origin) {
73346
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$I);
73346
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$J);
73347
73347
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
73348
73348
  } else {
73349
73349
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -74148,7 +74148,7 @@ class TrianglesBatchingPBRRenderer {
74148
74148
  }
74149
74149
  }
74150
74150
 
74151
- const tempVec3a$H = math.vec3();
74151
+ const tempVec3a$I = math.vec3();
74152
74152
 
74153
74153
  /**
74154
74154
  * @private
@@ -74215,7 +74215,7 @@ class TrianglesBatchingPickNormalsFlatRenderer {
74215
74215
  if (active) {
74216
74216
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
74217
74217
  if (origin) {
74218
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$H);
74218
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$I);
74219
74219
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
74220
74220
  } else {
74221
74221
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -74425,7 +74425,7 @@ class TrianglesBatchingPickNormalsFlatRenderer {
74425
74425
  }
74426
74426
 
74427
74427
  const tempVec4$4 = math.vec4();
74428
- const tempVec3a$G = math.vec3();
74428
+ const tempVec3a$H = math.vec3();
74429
74429
 
74430
74430
  /**
74431
74431
  * @private
@@ -74490,7 +74490,7 @@ class TrianglesBatchingColorTextureRenderer {
74490
74490
  if (active) {
74491
74491
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
74492
74492
  if (origin) {
74493
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$G);
74493
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$H);
74494
74494
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
74495
74495
  } else {
74496
74496
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -75496,8 +75496,8 @@ const tempVec4b$a = math.vec4([0, 0, 0, 1]);
75496
75496
  const tempVec4c$7 = math.vec4([0, 0, 0, 1]);
75497
75497
  const tempOBB3$2 = math.OBB3();
75498
75498
 
75499
- const tempVec3a$F = math.vec3();
75500
- const tempVec3b$6 = math.vec3();
75499
+ const tempVec3a$G = math.vec3();
75500
+ const tempVec3b$7 = math.vec3();
75501
75501
  const tempVec3c$5 = math.vec3();
75502
75502
  const tempVec3d$2 = math.vec3();
75503
75503
  const tempVec3e$1 = math.vec3();
@@ -76676,8 +76676,8 @@ class TrianglesBatchingLayer {
76676
76676
  const origin = state.origin;
76677
76677
  const offset = portion.offset;
76678
76678
 
76679
- const rtcRayOrigin = tempVec3a$F;
76680
- const rtcRayDir = tempVec3b$6;
76679
+ const rtcRayOrigin = tempVec3a$G;
76680
+ const rtcRayDir = tempVec3b$7;
76681
76681
 
76682
76682
  rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c$5) : worldRayOrigin); // World -> RTC
76683
76683
  rtcRayDir.set(worldRayDir);
@@ -76800,7 +76800,7 @@ class TrianglesBatchingLayer {
76800
76800
  }
76801
76801
 
76802
76802
  const tempVec4$3 = math.vec4();
76803
- const tempVec3a$E = math.vec3();
76803
+ const tempVec3a$F = math.vec3();
76804
76804
 
76805
76805
  /**
76806
76806
  * @private
@@ -76866,7 +76866,7 @@ class TrianglesInstancingColorRenderer {
76866
76866
  if (active) {
76867
76867
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
76868
76868
  if (origin) {
76869
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$E);
76869
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$F);
76870
76870
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
76871
76871
  } else {
76872
76872
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -77343,7 +77343,7 @@ class TrianglesInstancingColorRenderer {
77343
77343
  }
77344
77344
 
77345
77345
  const tempVec4$2 = math.vec4();
77346
- const tempVec3a$D = math.vec3();
77346
+ const tempVec3a$E = math.vec3();
77347
77347
 
77348
77348
  /**
77349
77349
  * @private
@@ -77405,7 +77405,7 @@ class TrianglesInstancingFlatColorRenderer {
77405
77405
  if (active) {
77406
77406
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
77407
77407
  if (origin) {
77408
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$D);
77408
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$E);
77409
77409
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
77410
77410
  } else {
77411
77411
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -77852,7 +77852,7 @@ class TrianglesInstancingFlatColorRenderer {
77852
77852
  }
77853
77853
  }
77854
77854
 
77855
- const tempVec3a$C = math.vec3();
77855
+ const tempVec3a$D = math.vec3();
77856
77856
 
77857
77857
  /**
77858
77858
  * @private
@@ -77935,7 +77935,7 @@ class TrianglesInstancingSilhouetteRenderer {
77935
77935
  if (active) {
77936
77936
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
77937
77937
  if (origin) {
77938
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$C);
77938
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$D);
77939
77939
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
77940
77940
  } else {
77941
77941
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -78207,7 +78207,7 @@ class TrianglesInstancingSilhouetteRenderer {
78207
78207
  }
78208
78208
  }
78209
78209
 
78210
- const tempVec3a$B = math.vec3();
78210
+ const tempVec3a$C = math.vec3();
78211
78211
  const defaultColor$2 = new Float32Array([0,0,0,1]);
78212
78212
 
78213
78213
  /**
@@ -78291,7 +78291,7 @@ class TrianglesInstancingEdgesRenderer {
78291
78291
  if (active) {
78292
78292
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
78293
78293
  if (origin) {
78294
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$B);
78294
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$C);
78295
78295
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
78296
78296
  } else {
78297
78297
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -78552,7 +78552,7 @@ class TrianglesInstancingEdgesRenderer {
78552
78552
  }
78553
78553
  }
78554
78554
 
78555
- const tempVec3a$A = math.vec3();
78555
+ const tempVec3a$B = math.vec3();
78556
78556
 
78557
78557
  /**
78558
78558
  * @private
@@ -78613,7 +78613,7 @@ class TrianglesInstancingEdgesColorRenderer {
78613
78613
  if (active) {
78614
78614
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
78615
78615
  if (origin) {
78616
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$A);
78616
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$B);
78617
78617
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
78618
78618
  } else {
78619
78619
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -78879,7 +78879,7 @@ class TrianglesInstancingEdgesColorRenderer {
78879
78879
  }
78880
78880
  }
78881
78881
 
78882
- const tempVec3a$z = math.vec3();
78882
+ const tempVec3a$A = math.vec3();
78883
78883
 
78884
78884
  /**
78885
78885
  * @private
@@ -78982,7 +78982,7 @@ class TrianglesInstancingPickMeshRenderer {
78982
78982
  if (active) {
78983
78983
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
78984
78984
  if (origin) {
78985
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$z);
78985
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$A);
78986
78986
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
78987
78987
  } else {
78988
78988
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -79217,7 +79217,7 @@ class TrianglesInstancingPickMeshRenderer {
79217
79217
  }
79218
79218
  }
79219
79219
 
79220
- const tempVec3a$y = math.vec3();
79220
+ const tempVec3a$z = math.vec3();
79221
79221
 
79222
79222
  /**
79223
79223
  * @private
@@ -79294,7 +79294,7 @@ class TrianglesInstancingPickDepthRenderer {
79294
79294
  if (active) {
79295
79295
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
79296
79296
  if (origin) {
79297
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$y);
79297
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$z);
79298
79298
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
79299
79299
  } else {
79300
79300
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -79562,7 +79562,7 @@ class TrianglesInstancingPickDepthRenderer {
79562
79562
  }
79563
79563
  }
79564
79564
 
79565
- const tempVec3a$x = math.vec3();
79565
+ const tempVec3a$y = math.vec3();
79566
79566
 
79567
79567
  /**
79568
79568
  * @private
@@ -79639,7 +79639,7 @@ class TrianglesInstancingPickNormalsRenderer {
79639
79639
  if (active) {
79640
79640
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
79641
79641
  if (origin) {
79642
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$x);
79642
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$y);
79643
79643
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
79644
79644
  } else {
79645
79645
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -79916,7 +79916,7 @@ class TrianglesInstancingPickNormalsRenderer {
79916
79916
  }
79917
79917
  }
79918
79918
 
79919
- const tempVec3a$w = math.vec3();
79919
+ const tempVec3a$x = math.vec3();
79920
79920
 
79921
79921
  /**
79922
79922
  * @private
@@ -79977,7 +79977,7 @@ class TrianglesInstancingOcclusionRenderer {
79977
79977
  if (active) {
79978
79978
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
79979
79979
  if (origin) {
79980
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$w);
79980
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$x);
79981
79981
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
79982
79982
  } else {
79983
79983
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -80235,7 +80235,7 @@ class TrianglesInstancingOcclusionRenderer {
80235
80235
  }
80236
80236
  }
80237
80237
 
80238
- const tempVec3a$v = math.vec3();
80238
+ const tempVec3a$w = math.vec3();
80239
80239
 
80240
80240
  /**
80241
80241
  * @private
@@ -80296,7 +80296,7 @@ class TrianglesInstancingDepthRenderer {
80296
80296
  if (active) {
80297
80297
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
80298
80298
  if (origin) {
80299
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$v);
80299
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$w);
80300
80300
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
80301
80301
  } else {
80302
80302
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -80546,7 +80546,7 @@ class TrianglesInstancingDepthRenderer {
80546
80546
  }
80547
80547
  }
80548
80548
 
80549
- const tempVec3a$u = math.vec3();
80549
+ const tempVec3a$v = math.vec3();
80550
80550
 
80551
80551
  /**
80552
80552
  * @private
@@ -80610,7 +80610,7 @@ class TrianglesInstancingNormalsRenderer {
80610
80610
  if (active) {
80611
80611
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
80612
80612
  if (origin) {
80613
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$u);
80613
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$v);
80614
80614
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
80615
80615
  } else {
80616
80616
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -80890,7 +80890,7 @@ class TrianglesInstancingNormalsRenderer {
80890
80890
  }
80891
80891
  }
80892
80892
 
80893
- const tempVec3a$t = math.vec3();
80893
+ const tempVec3a$u = math.vec3();
80894
80894
 
80895
80895
  /**
80896
80896
  * Renders InstancingLayer fragment depths to a shadow map.
@@ -80977,7 +80977,7 @@ class TrianglesInstancingShadowRenderer {
80977
80977
  if (active) {
80978
80978
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
80979
80979
  if (origin) {
80980
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$t);
80980
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$u);
80981
80981
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
80982
80982
  } else {
80983
80983
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -81170,7 +81170,7 @@ class TrianglesInstancingShadowRenderer {
81170
81170
  }
81171
81171
 
81172
81172
  const tempVec4$1 = math.vec4();
81173
- const tempVec3a$s = math.vec3();
81173
+ const tempVec3a$t = math.vec3();
81174
81174
 
81175
81175
  const TEXTURE_DECODE_FUNCS = {};
81176
81176
  TEXTURE_DECODE_FUNCS[LinearEncoding] = "linearToLinear";
@@ -81244,7 +81244,7 @@ class TrianglesInstancingPBRRenderer {
81244
81244
  if (active) {
81245
81245
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
81246
81246
  if (origin) {
81247
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$s);
81247
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$t);
81248
81248
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
81249
81249
  } else {
81250
81250
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -82080,7 +82080,7 @@ class TrianglesInstancingPBRRenderer {
82080
82080
  }
82081
82081
  }
82082
82082
 
82083
- const tempVec3a$r = math.vec3();
82083
+ const tempVec3a$s = math.vec3();
82084
82084
 
82085
82085
  /**
82086
82086
  * @private
@@ -82155,7 +82155,7 @@ class TrianglesInstancingPickNormalsFlatRenderer {
82155
82155
  if (active) {
82156
82156
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
82157
82157
  if (origin) {
82158
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$r);
82158
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$s);
82159
82159
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
82160
82160
  } else {
82161
82161
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -82395,7 +82395,7 @@ class TrianglesInstancingPickNormalsFlatRenderer {
82395
82395
  }
82396
82396
 
82397
82397
  const tempVec4 = math.vec4();
82398
- const tempVec3a$q = math.vec3();
82398
+ const tempVec3a$r = math.vec3();
82399
82399
 
82400
82400
  /**
82401
82401
  * @private
@@ -82460,7 +82460,7 @@ class TrianglesInstancingColorTextureRenderer {
82460
82460
  if (active) {
82461
82461
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
82462
82462
  if (origin) {
82463
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$q);
82463
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$r);
82464
82464
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
82465
82465
  } else {
82466
82466
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -83271,8 +83271,8 @@ const tempVec4b$9 = math.vec4([0, 0, 0, 1]);
83271
83271
  const tempVec4c$6 = math.vec4([0, 0, 0, 1]);
83272
83272
  const tempVec3fa$2 = new Float32Array(3);
83273
83273
 
83274
- const tempVec3a$p = math.vec3();
83275
- const tempVec3b$5 = math.vec3();
83274
+ const tempVec3a$q = math.vec3();
83275
+ const tempVec3b$6 = math.vec3();
83276
83276
  const tempVec3c$4 = math.vec3();
83277
83277
  const tempVec3d$1 = math.vec3();
83278
83278
  const tempVec3e = math.vec3();
@@ -84200,8 +84200,8 @@ class TrianglesInstancingLayer {
84200
84200
  const origin = state.origin;
84201
84201
  const offset = portion.offset;
84202
84202
 
84203
- const rtcRayOrigin = tempVec3a$p;
84204
- const rtcRayDir = tempVec3b$5;
84203
+ const rtcRayOrigin = tempVec3a$q;
84204
+ const rtcRayDir = tempVec3b$6;
84205
84205
 
84206
84206
  rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c$4) : worldRayOrigin); // World -> RTC
84207
84207
  rtcRayDir.set(worldRayDir);
@@ -84334,7 +84334,7 @@ class TrianglesInstancingLayer {
84334
84334
  }
84335
84335
  }
84336
84336
 
84337
- const tempVec3a$o = math.vec3();
84337
+ const tempVec3a$p = math.vec3();
84338
84338
 
84339
84339
  /**
84340
84340
  * @private
@@ -84397,7 +84397,7 @@ class LinesBatchingColorRenderer {
84397
84397
  if (active) {
84398
84398
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
84399
84399
  if (origin) {
84400
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$o);
84400
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$p);
84401
84401
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
84402
84402
  } else {
84403
84403
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -84617,7 +84617,7 @@ class LinesBatchingColorRenderer {
84617
84617
  }
84618
84618
 
84619
84619
  const defaultColor$1 = new Float32Array([1, 1, 1]);
84620
- const tempVec3a$n = math.vec3();
84620
+ const tempVec3a$o = math.vec3();
84621
84621
 
84622
84622
  /**
84623
84623
  * @private
@@ -84704,7 +84704,7 @@ class LinesBatchingSilhouetteRenderer {
84704
84704
  if (active) {
84705
84705
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
84706
84706
  if (origin) {
84707
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$n);
84707
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$o);
84708
84708
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
84709
84709
  } else {
84710
84710
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -85801,7 +85801,7 @@ class LinesBatchingLayer {
85801
85801
  }
85802
85802
  }
85803
85803
 
85804
- const tempVec3a$m = math.vec3();
85804
+ const tempVec3a$n = math.vec3();
85805
85805
 
85806
85806
  /**
85807
85807
  * @private
@@ -85864,7 +85864,7 @@ class LinesInstancingColorRenderer {
85864
85864
  if (active) {
85865
85865
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
85866
85866
  if (origin) {
85867
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$m);
85867
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$n);
85868
85868
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
85869
85869
  } else {
85870
85870
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -86146,7 +86146,7 @@ class LinesInstancingColorRenderer {
86146
86146
  }
86147
86147
  }
86148
86148
 
86149
- const tempVec3a$l = math.vec3();
86149
+ const tempVec3a$m = math.vec3();
86150
86150
 
86151
86151
  /**
86152
86152
  * @private
@@ -86231,7 +86231,7 @@ class LinesInstancingSilhouetteRenderer {
86231
86231
  if (active) {
86232
86232
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
86233
86233
  if (origin) {
86234
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$l);
86234
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$m);
86235
86235
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
86236
86236
  } else {
86237
86237
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -87213,7 +87213,7 @@ class LinesInstancingLayer {
87213
87213
  }
87214
87214
  }
87215
87215
 
87216
- const tempVec3a$k = math.vec3();
87216
+ const tempVec3a$l = math.vec3();
87217
87217
 
87218
87218
  /**
87219
87219
  * @private
@@ -87274,7 +87274,7 @@ class PointsBatchingColorRenderer {
87274
87274
  if (active) {
87275
87275
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
87276
87276
  if (origin) {
87277
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$k);
87277
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$l);
87278
87278
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
87279
87279
  } else {
87280
87280
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -87559,7 +87559,7 @@ class PointsBatchingColorRenderer {
87559
87559
  }
87560
87560
 
87561
87561
  const defaultColor = new Float32Array([1, 1, 1]);
87562
- const tempVec3a$j = math.vec3();
87562
+ const tempVec3a$k = math.vec3();
87563
87563
 
87564
87564
  /**
87565
87565
  * @private
@@ -87644,7 +87644,7 @@ class PointsBatchingSilhouetteRenderer {
87644
87644
  if (active) {
87645
87645
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
87646
87646
  if (origin) {
87647
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$j);
87647
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$k);
87648
87648
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
87649
87649
  } else {
87650
87650
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -87888,7 +87888,7 @@ class PointsBatchingSilhouetteRenderer {
87888
87888
  }
87889
87889
  }
87890
87890
 
87891
- const tempVec3a$i = math.vec3();
87891
+ const tempVec3a$j = math.vec3();
87892
87892
 
87893
87893
  /**
87894
87894
  * @private
@@ -87955,7 +87955,7 @@ class PointsBatchingPickMeshRenderer {
87955
87955
  if (active) {
87956
87956
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
87957
87957
  if (origin) {
87958
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$i);
87958
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$j);
87959
87959
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
87960
87960
  } else {
87961
87961
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -88200,7 +88200,7 @@ class PointsBatchingPickMeshRenderer {
88200
88200
  }
88201
88201
  }
88202
88202
 
88203
- const tempVec3a$h = math.vec3();
88203
+ const tempVec3a$i = math.vec3();
88204
88204
 
88205
88205
  /**
88206
88206
  * @private
@@ -88272,7 +88272,7 @@ class PointsBatchingPickDepthRenderer {
88272
88272
  if (active) {
88273
88273
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
88274
88274
  if (origin) {
88275
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$h);
88275
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$i);
88276
88276
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
88277
88277
  } else {
88278
88278
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -88523,7 +88523,7 @@ class PointsBatchingPickDepthRenderer {
88523
88523
  }
88524
88524
  }
88525
88525
 
88526
- const tempVec3a$g = math.vec3();
88526
+ const tempVec3a$h = math.vec3();
88527
88527
 
88528
88528
  /**
88529
88529
  * @private
@@ -88584,7 +88584,7 @@ class PointsBatchingOcclusionRenderer {
88584
88584
  if (active) {
88585
88585
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
88586
88586
  if (origin) {
88587
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$g);
88587
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$h);
88588
88588
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
88589
88589
  } else {
88590
88590
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -88950,8 +88950,8 @@ class PointsBatchingBuffer {
88950
88950
  }
88951
88951
  }
88952
88952
 
88953
- const tempVec3a$f = math.vec4();
88954
- const tempVec3b$4 = math.vec4();
88953
+ const tempVec3a$g = math.vec4();
88954
+ const tempVec3b$5 = math.vec4();
88955
88955
  const tempVec4a$6 = math.vec4([0, 0, 0, 1]);
88956
88956
  const tempVec4b$6 = math.vec4([0, 0, 0, 1]);
88957
88957
  const tempVec4c$3 = math.vec4([0, 0, 0, 1]);
@@ -89103,8 +89103,8 @@ class PointsBatchingLayer {
89103
89103
 
89104
89104
  const bounds = geometryCompressionUtils.getPositionsBounds(positionsCompressed);
89105
89105
 
89106
- const min = geometryCompressionUtils.decompressPosition(bounds.min, this._state.positionsDecodeMatrix, tempVec3a$f);
89107
- const max = geometryCompressionUtils.decompressPosition(bounds.max, this._state.positionsDecodeMatrix, tempVec3b$4);
89106
+ const min = geometryCompressionUtils.decompressPosition(bounds.min, this._state.positionsDecodeMatrix, tempVec3a$g);
89107
+ const max = geometryCompressionUtils.decompressPosition(bounds.max, this._state.positionsDecodeMatrix, tempVec3b$5);
89108
89108
 
89109
89109
  worldAABB[0] = min[0];
89110
89110
  worldAABB[1] = min[1];
@@ -89742,7 +89742,7 @@ class PointsBatchingLayer {
89742
89742
  }
89743
89743
  }
89744
89744
 
89745
- const tempVec3a$e = math.vec3();
89745
+ const tempVec3a$f = math.vec3();
89746
89746
 
89747
89747
  /**
89748
89748
  * @private
@@ -89811,7 +89811,7 @@ class PointsInstancingColorRenderer {
89811
89811
  if (active) {
89812
89812
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
89813
89813
  if (origin) {
89814
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$e);
89814
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$f);
89815
89815
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
89816
89816
  } else {
89817
89817
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -90121,7 +90121,7 @@ class PointsInstancingColorRenderer {
90121
90121
  }
90122
90122
  }
90123
90123
 
90124
- const tempVec3a$d = math.vec3();
90124
+ const tempVec3a$e = math.vec3();
90125
90125
 
90126
90126
  /**
90127
90127
  * @private
@@ -90205,7 +90205,7 @@ class PointsInstancingSilhouetteRenderer {
90205
90205
  if (active) {
90206
90206
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
90207
90207
  if (origin) {
90208
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$d);
90208
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$e);
90209
90209
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
90210
90210
  } else {
90211
90211
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -90486,7 +90486,7 @@ class PointsInstancingSilhouetteRenderer {
90486
90486
  }
90487
90487
  }
90488
90488
 
90489
- const tempVec3a$c = math.vec3();
90489
+ const tempVec3a$d = math.vec3();
90490
90490
 
90491
90491
  /**
90492
90492
  * @private
@@ -90592,7 +90592,7 @@ class PointsInstancingPickMeshRenderer {
90592
90592
  if (active) {
90593
90593
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
90594
90594
  if (origin) {
90595
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$c);
90595
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$d);
90596
90596
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
90597
90597
  } else {
90598
90598
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -90843,7 +90843,7 @@ class PointsInstancingPickMeshRenderer {
90843
90843
  }
90844
90844
  }
90845
90845
 
90846
- const tempVec3a$b = math.vec3();
90846
+ const tempVec3a$c = math.vec3();
90847
90847
 
90848
90848
  /**
90849
90849
  * @private
@@ -90921,7 +90921,7 @@ class PointsInstancingPickDepthRenderer {
90921
90921
  if (active) {
90922
90922
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
90923
90923
  if (origin) {
90924
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$b);
90924
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$c);
90925
90925
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
90926
90926
  } else {
90927
90927
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -91209,7 +91209,7 @@ class PointsInstancingPickDepthRenderer {
91209
91209
  }
91210
91210
  }
91211
91211
 
91212
- const tempVec3a$a = math.vec3();
91212
+ const tempVec3a$b = math.vec3();
91213
91213
 
91214
91214
  /**
91215
91215
  * @private
@@ -91271,7 +91271,7 @@ class PointsInstancingOcclusionRenderer {
91271
91271
  if (active) {
91272
91272
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
91273
91273
  if (origin) {
91274
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$a);
91274
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$b);
91275
91275
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
91276
91276
  } else {
91277
91277
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -91560,7 +91560,7 @@ class PointsInstancingOcclusionRenderer {
91560
91560
  }
91561
91561
  }
91562
91562
 
91563
- const tempVec3a$9 = math.vec3();
91563
+ const tempVec3a$a = math.vec3();
91564
91564
 
91565
91565
  /**
91566
91566
  * @private
@@ -91622,7 +91622,7 @@ class PointsInstancingDepthRenderer {
91622
91622
  if (active) {
91623
91623
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
91624
91624
  if (origin) {
91625
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$9);
91625
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$a);
91626
91626
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
91627
91627
  } else {
91628
91628
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -91906,7 +91906,7 @@ class PointsInstancingDepthRenderer {
91906
91906
  }
91907
91907
  }
91908
91908
 
91909
- const tempVec3a$8 = math.vec3();
91909
+ const tempVec3a$9 = math.vec3();
91910
91910
 
91911
91911
  /**
91912
91912
  * Renders InstancingLayer fragment depths to a shadow map.
@@ -91993,7 +91993,7 @@ class PointsInstancingShadowRenderer {
91993
91993
  if (active) {
91994
91994
  const sectionPlane = sectionPlanes[sectionPlaneIndex];
91995
91995
  if (origin) {
91996
- const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$8);
91996
+ const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a$9);
91997
91997
  gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
91998
91998
  } else {
91999
91999
  gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
@@ -94334,7 +94334,7 @@ function getKTX2TextureTranscoder(viewer) {
94334
94334
  return transcoder;
94335
94335
  }
94336
94336
 
94337
- const tempVec3a$7 = math.vec3();
94337
+ const tempVec3a$8 = math.vec3();
94338
94338
  const tempMat4$1 = math.mat4();
94339
94339
 
94340
94340
  const defaultScale = math.vec3([1, 1, 1]);
@@ -96715,7 +96715,7 @@ class VBOSceneModel extends Component {
96715
96715
  }
96716
96716
 
96717
96717
  const cfgOrigin = cfg.origin || cfg.rtcCenter;
96718
- const origin = (cfgOrigin) ? math.addVec3(this._origin, cfgOrigin, tempVec3a$7) : this._origin;
96718
+ const origin = (cfgOrigin) ? math.addVec3(this._origin, cfgOrigin, tempVec3a$8) : this._origin;
96719
96719
 
96720
96720
  const instancingLayer = this._getInstancingLayer(origin, textureSetId, geometryId);
96721
96721
 
@@ -96777,7 +96777,7 @@ class VBOSceneModel extends Component {
96777
96777
 
96778
96778
  let indices = cfg.indices;
96779
96779
  let edgeIndices = cfg.edgeIndices;
96780
- let origin = (cfg.origin || cfg.rtcCenter) ? math.addVec3(this._origin, cfg.origin || cfg.rtcCenter, tempVec3a$7) : this._origin;
96780
+ let origin = (cfg.origin || cfg.rtcCenter) ? math.addVec3(this._origin, cfg.origin || cfg.rtcCenter, tempVec3a$8) : this._origin;
96781
96781
  let positions = cfg.positions;
96782
96782
 
96783
96783
  if (positions) {
@@ -97791,8 +97791,8 @@ class TextureTranscoder {
97791
97791
  const screenPos = math.vec4();
97792
97792
  const viewPos = math.vec4();
97793
97793
 
97794
- const tempVec3a$6 = math.vec3();
97795
- const tempVec3b$3 = math.vec3();
97794
+ const tempVec3a$7 = math.vec3();
97795
+ const tempVec3b$4 = math.vec3();
97796
97796
  const tempVec3c$3 = math.vec3();
97797
97797
 
97798
97798
  const tempVec4a$4 = math.vec4();
@@ -97826,7 +97826,7 @@ class PanController {
97826
97826
  const camera = this._scene.camera;
97827
97827
 
97828
97828
  if (optionalTargetWorldPos) {
97829
- const eyeToWorldPosVec = math.subVec3(optionalTargetWorldPos, camera.eye, tempVec3a$6);
97829
+ const eyeToWorldPosVec = math.subVec3(optionalTargetWorldPos, camera.eye, tempVec3a$7);
97830
97830
  const eyeWorldPosDist = math.lenVec3(eyeToWorldPosVec);
97831
97831
  dolliedThroughSurface = (eyeWorldPosDist < dollyDelta);
97832
97832
  }
@@ -97850,9 +97850,9 @@ class PanController {
97850
97850
  // suddenly a lot closer than the point we pivoted about on the surface of the last object
97851
97851
  // that we click-drag-pivoted on.
97852
97852
 
97853
- const eyeTargetVec = math.subVec3(optionalTargetWorldPos, camera.eye, tempVec3a$6);
97853
+ const eyeTargetVec = math.subVec3(optionalTargetWorldPos, camera.eye, tempVec3a$7);
97854
97854
  const lenEyeTargetVec = math.lenVec3(eyeTargetVec);
97855
- const eyeLookVec = math.mulVec3Scalar(math.normalizeVec3(math.subVec3(camera.look, camera.eye, tempVec3b$3)), lenEyeTargetVec);
97855
+ const eyeLookVec = math.mulVec3Scalar(math.normalizeVec3(math.subVec3(camera.look, camera.eye, tempVec3b$4)), lenEyeTargetVec);
97856
97856
  camera.look = [camera.eye[0] + eyeLookVec[0], camera.eye[1] + eyeLookVec[1], camera.eye[2] + eyeLookVec[2]];
97857
97857
  }
97858
97858
 
@@ -97869,7 +97869,7 @@ class PanController {
97869
97869
 
97870
97870
  const worldPos2 = this._unproject(targetCanvasPos, tempVec4b$4);
97871
97871
  const offset = math.subVec3(worldPos2, worldPos1, tempVec4c$1);
97872
- const eyeLookMoveVec = math.mulVec3Scalar(math.normalizeVec3(math.subVec3(camera.look, camera.eye, tempVec3a$6)), -dollyDelta, tempVec3b$3);
97872
+ const eyeLookMoveVec = math.mulVec3Scalar(math.normalizeVec3(math.subVec3(camera.look, camera.eye, tempVec3a$7)), -dollyDelta, tempVec3b$4);
97873
97873
  const moveVec = math.addVec3(offset, eyeLookMoveVec, tempVec3c$3);
97874
97874
 
97875
97875
  camera.eye = [camera.eye[0] - moveVec[0], camera.eye[1] - moveVec[1], camera.eye[2] - moveVec[2]];
@@ -97897,8 +97897,8 @@ class PanController {
97897
97897
  }
97898
97898
  }
97899
97899
 
97900
- const tempVec3a$5 = math.vec3();
97901
- const tempVec3b$2 = math.vec3();
97900
+ const tempVec3a$6 = math.vec3();
97901
+ const tempVec3b$3 = math.vec3();
97902
97902
  const tempVec3c$2 = math.vec3();
97903
97903
 
97904
97904
  const tempVec4a$3 = math.vec4();
@@ -98030,8 +98030,8 @@ class PivotController {
98030
98030
 
98031
98031
  _cameraLookingDownwards() { // Returns true if angle between camera viewing direction and World-space "up" axis is too small
98032
98032
  const camera = this._scene.camera;
98033
- const forwardAxis = math.normalizeVec3(math.subVec3(camera.look, camera.eye, tempVec3a$5));
98034
- const rightAxis = math.cross3Vec3(forwardAxis, camera.worldUp, tempVec3b$2);
98033
+ const forwardAxis = math.normalizeVec3(math.subVec3(camera.look, camera.eye, tempVec3a$6));
98034
+ const rightAxis = math.cross3Vec3(forwardAxis, camera.worldUp, tempVec3b$3);
98035
98035
  let rightAxisLen = math.sqLenVec3(rightAxis);
98036
98036
  return (rightAxisLen <= 0.0001);
98037
98037
  }
@@ -98071,8 +98071,8 @@ class PivotController {
98071
98071
  const screenZ = math.dotVec4(D, Pt3) / math.dotVec4(D, Pt4);
98072
98072
  const worldPos = tempVec4a$3;
98073
98073
  camera.project.unproject(canvasPos, screenZ, tempVec4b$3, tempVec4c, worldPos);
98074
- const eyeWorldPosVec = math.normalizeVec3(math.subVec3(worldPos, camera.eye, tempVec3a$5));
98075
- const posOnSphere = math.addVec3(camera.eye, math.mulVec3Scalar(eyeWorldPosVec, pivotShereRadius, tempVec3b$2), tempVec3c$2);
98074
+ const eyeWorldPosVec = math.normalizeVec3(math.subVec3(worldPos, camera.eye, tempVec3a$6));
98075
+ const posOnSphere = math.addVec3(camera.eye, math.mulVec3Scalar(eyeWorldPosVec, pivotShereRadius, tempVec3b$3), tempVec3c$2);
98076
98076
  this.setPivotPos(posOnSphere);
98077
98077
  }
98078
98078
 
@@ -98703,8 +98703,8 @@ class MousePanRotateDollyHandler {
98703
98703
  }
98704
98704
 
98705
98705
  const center = math.vec3();
98706
- const tempVec3a$4 = math.vec3();
98707
- const tempVec3b$1 = math.vec3();
98706
+ const tempVec3a$5 = math.vec3();
98707
+ const tempVec3b$2 = math.vec3();
98708
98708
  const tempVec3c$1 = math.vec3();
98709
98709
  const tempVec3d = math.vec3();
98710
98710
 
@@ -98758,39 +98758,39 @@ class KeyboardAxisViewHandler {
98758
98758
 
98759
98759
  if (axisViewRight) {
98760
98760
 
98761
- tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldRight, perspectiveDist, tempVec3a$4), tempVec3d));
98761
+ tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldRight, perspectiveDist, tempVec3a$5), tempVec3d));
98762
98762
  tempCameraTarget.look.set(center);
98763
98763
  tempCameraTarget.up.set(camera.worldUp);
98764
98764
 
98765
98765
  } else if (axisViewBack) {
98766
98766
 
98767
- tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldForward, perspectiveDist, tempVec3a$4), tempVec3d));
98767
+ tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldForward, perspectiveDist, tempVec3a$5), tempVec3d));
98768
98768
  tempCameraTarget.look.set(center);
98769
98769
  tempCameraTarget.up.set(camera.worldUp);
98770
98770
 
98771
98771
  } else if (axisViewLeft) {
98772
98772
 
98773
- tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldRight, -perspectiveDist, tempVec3a$4), tempVec3d));
98773
+ tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldRight, -perspectiveDist, tempVec3a$5), tempVec3d));
98774
98774
  tempCameraTarget.look.set(center);
98775
98775
  tempCameraTarget.up.set(camera.worldUp);
98776
98776
 
98777
98777
  } else if (axisViewFront) {
98778
98778
 
98779
- tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldForward, -perspectiveDist, tempVec3a$4), tempVec3d));
98779
+ tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldForward, -perspectiveDist, tempVec3a$5), tempVec3d));
98780
98780
  tempCameraTarget.look.set(center);
98781
98781
  tempCameraTarget.up.set(camera.worldUp);
98782
98782
 
98783
98783
  } else if (axisViewTop) {
98784
98784
 
98785
- tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldUp, perspectiveDist, tempVec3a$4), tempVec3d));
98785
+ tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldUp, perspectiveDist, tempVec3a$5), tempVec3d));
98786
98786
  tempCameraTarget.look.set(center);
98787
- tempCameraTarget.up.set(math.normalizeVec3(math.mulVec3Scalar(camera.worldForward, 1, tempVec3b$1), tempVec3c$1));
98787
+ tempCameraTarget.up.set(math.normalizeVec3(math.mulVec3Scalar(camera.worldForward, 1, tempVec3b$2), tempVec3c$1));
98788
98788
 
98789
98789
  } else if (axisViewBottom) {
98790
98790
 
98791
- tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldUp, -perspectiveDist, tempVec3a$4), tempVec3d));
98791
+ tempCameraTarget.eye.set(math.addVec3(center, math.mulVec3Scalar(camera.worldUp, -perspectiveDist, tempVec3a$5), tempVec3d));
98792
98792
  tempCameraTarget.look.set(center);
98793
- tempCameraTarget.up.set(math.normalizeVec3(math.mulVec3Scalar(camera.worldForward, -1, tempVec3b$1)));
98793
+ tempCameraTarget.up.set(math.normalizeVec3(math.mulVec3Scalar(camera.worldForward, -1, tempVec3b$2)));
98794
98794
  }
98795
98795
 
98796
98796
  if ((!configs.firstPerson) && configs.followPointer) {
@@ -113306,6 +113306,10 @@ function CubeTextureCanvas(viewer, cfg = {}) {
113306
113306
  };
113307
113307
  }
113308
113308
 
113309
+ const tempVec3a$4 = math.vec3();
113310
+ const tempVec3b$1 = math.vec3();
113311
+ math.mat4();
113312
+
113309
113313
  /**
113310
113314
  * {@link Viewer} plugin that lets us look at the entire {@link Scene} from along a chosen axis or diagonal.
113311
113315
  *
@@ -113443,11 +113447,10 @@ class NavCubePlugin extends Plugin {
113443
113447
 
113444
113448
  const rotateTrueNorth = (function () {
113445
113449
  const trueNorthMatrix = math.mat4();
113446
- const resultVec = math.vec3();
113447
- return function (dir, vec) {
113450
+ return function (dir, vec, dest) {
113448
113451
  math.identityMat4(trueNorthMatrix);
113449
113452
  math.rotationMat4v(dir * self._projectNorthOffsetAngle * math.DEGTORAD, [0, 1, 0], trueNorthMatrix);
113450
- return math.transformVec3(trueNorthMatrix, vec, resultVec)
113453
+ return math.transformVec3(trueNorthMatrix, vec, dest)
113451
113454
  }
113452
113455
  }());
113453
113456
 
@@ -113463,7 +113466,8 @@ class NavCubePlugin extends Plugin {
113463
113466
  eyeLookVec = math.mulVec3Scalar(math.normalizeVec3(math.subVec3(eye, look, eyeLookVec)), 5);
113464
113467
 
113465
113468
  if (self._isProjectNorth && self._projectNorthOffsetAngle) {
113466
- eyeLookVec = rotateTrueNorth(-1, eyeLookVec);
113469
+ eyeLookVec = rotateTrueNorth(-1, eyeLookVec, tempVec3a$4);
113470
+ up = rotateTrueNorth(-1, up, tempVec3b$1);
113467
113471
  }
113468
113472
 
113469
113473
  if (self._zUp) { // +Z up
@@ -113671,10 +113675,11 @@ class NavCubePlugin extends Plugin {
113671
113675
  }
113672
113676
  var dir = self._cubeTextureCanvas.getAreaDir(areaId);
113673
113677
  if (dir) {
113678
+ var up = self._cubeTextureCanvas.getAreaUp(areaId);
113674
113679
  if (self._isProjectNorth && self._projectNorthOffsetAngle) {
113675
- dir = rotateTrueNorth(+1, dir);
113680
+ dir = rotateTrueNorth(+1, dir, tempVec3a$4);
113681
+ up = rotateTrueNorth(+1, up, tempVec3b$1);
113676
113682
  }
113677
- var up = self._cubeTextureCanvas.getAreaUp(areaId);
113678
113683
  flyTo(dir, up, function () {
113679
113684
  if (lastAreaId >= 0) {
113680
113685
  self._cubeTextureCanvas.setAreaHighlighted(lastAreaId, false);