three-stdlib 2.35.3 → 2.35.4
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/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +23 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +100 -6
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +109 -106
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +4 -3
- package/webxr/ARButton.js +109 -106
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +6 -5
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"LightningStrike.cjs","sources":["../../src/geometries/LightningStrike.js"],"sourcesContent":["import {\n BufferGeometry,\n DynamicDrawUsage,\n Float32BufferAttribute,\n MathUtils,\n Uint32BufferAttribute,\n Vector3,\n} from 'three'\nimport { SimplexNoise } from '../math/SimplexNoise'\n\n/**\n * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.\n *\n *\n * Usage\n *\n * var myRay = new LightningStrike( paramsObject );\n * var myRayMesh = new THREE.Mesh( myRay, myMaterial );\n * scene.add( myRayMesh );\n * ...\n * myRay.update( currentTime );\n *\n * The \"currentTime\" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.\n *\n * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.\n *\n *\n * LightningStrike parameters\n *\n * The paramsObject can contain any of the following parameters.\n *\n * Legend:\n * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.\n * 'Subray': A ramification of the ray. It is not a LightningStrike object.\n * 'Segment': A linear segment piece of a subray.\n * 'Leaf segment': A ray segment which cannot be smaller.\n *\n *\n * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:\n *\n * @param {Vector3} sourceOffset The point where the ray starts.\n *\n * @param {Vector3} destOffset The point where the ray ends.\n *\n * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1\n *\n * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9\n *\n * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7\n *\n * @param {Vector3} up0 Ray 'up' direction at the ray starting point. Must be normalized. It should be perpendicular to the ray forward direction but it doesn't matter much.\n *\n * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.\n *\n * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1\n *\n * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1\n *\n * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5\n *\n * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2\n *\n * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1\n *\n *\n * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n *\n * @param {boolean} isEternal If true the ray never extinguishes. Otherwise its life is controlled by the 'birthTime' and 'deathTime' parameters. Default: true if any of those two parameters is undefined.\n *\n * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.\n *\n * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.\n *\n * @param {double} propagationTimeFactor From 0 to 1. Lifetime factor at which the ray ends propagating and enters the steady phase. For example, 0.1 means it is propagating 1/10 of its lifetime. Default: 0.1\n *\n * @param {double} vanishingTimeFactor From 0 to 1. Lifetime factor at which the ray ends the steady phase and begins vanishing. For example, 0.9 means it is vanishing 1/10 of its lifetime. Default: 0.9\n *\n * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4\n *\n * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6\n *\n *\n * These parameters cannot change after lightning creation:\n *\n * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9\n *\n * @param {boolean} isStatic Set to true only for rays which won't change over time and are not attached to moving objects (Rare case). It is used to set the vertex buffers non-dynamic. You can omit calling update() for these rays.\n *\n * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5\n *\n * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3\n *\n * @param {double} recursionProbability From 0 to 1. The lower the value, the less chance each new generation of subrays has to generate new subrays. Default: 0.6\n *\n * @param {boolean} generateUVs If true, the ray geometry will have uv coordinates generated. u runs along the ray, and v across its perimeter. Default: false.\n *\n * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.\n * It can be used to generate repeatable rays. For that, set also the noiseSeed parameter, and each ray created with that generator and seed pair will be identical in time.\n * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.\n * It must have also a getSeed() method, which returns the current seed, and a setSeed( seed ) method, which accepts as seed a fractional number from 0 to 1, as well as any other number.\n * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)\n *\n * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)\n *\n * @param {function} onDecideSubrayCreation Set this to change the callback which decides subray creation. You can look at the default callback in the code (createDefaultSubrayCreationCallbacks)for more info.\n *\n * @param {function} onSubrayCreation This is another callback, more simple than the previous one. It can be used to adapt the form of subrays or other parameters once a subray has been created and initialized. It is used in the examples to adapt subrays to a sphere or to a plane.\n *\n *\n */\n\nclass LightningStrike extends BufferGeometry {\n // Ray states\n static RAY_INITIALIZED = 0\n static RAY_UNBORN = 1\n static RAY_PROPAGATING = 2\n static RAY_STEADY = 3\n static RAY_VANISHING = 4\n static RAY_EXTINGUISHED = 5\n\n static COS30DEG = Math.cos((30 * Math.PI) / 180)\n static SIN30DEG = Math.sin((30 * Math.PI) / 180)\n\n constructor(rayParameters = {}) {\n super()\n\n this.isLightningStrike = true\n\n this.type = 'LightningStrike'\n\n // Set parameters, and set undefined parameters to default values\n this.init(LightningStrike.copyParameters(rayParameters, rayParameters))\n\n // Creates and populates the mesh\n this.createMesh()\n }\n\n static createRandomGenerator() {\n const numSeeds = 2053\n const seeds = []\n\n for (let i = 0; i < numSeeds; i++) {\n seeds.push(Math.random())\n }\n\n const generator = {\n currentSeed: 0,\n\n random: function () {\n const value = seeds[generator.currentSeed]\n\n generator.currentSeed = (generator.currentSeed + 1) % numSeeds\n\n return value\n },\n\n getSeed: function () {\n return generator.currentSeed / numSeeds\n },\n\n setSeed: function (seed) {\n generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds\n },\n }\n\n return generator\n }\n\n static copyParameters(dest = {}, source = {}) {\n const vecCopy = function (v) {\n if (source === dest) {\n return v\n } else {\n return v.clone()\n }\n }\n\n ;(dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0)),\n (dest.destOffset = source.destOffset !== undefined ? vecCopy(source.destOffset) : new Vector3(0, 0, 0)),\n (dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1),\n (dest.roughness = source.roughness !== undefined ? source.roughness : 0.9),\n (dest.straightness = source.straightness !== undefined ? source.straightness : 0.7),\n (dest.up0 = source.up0 !== undefined ? vecCopy(source.up0) : new Vector3(0, 0, 1))\n ;(dest.up1 = source.up1 !== undefined ? vecCopy(source.up1) : new Vector3(0, 0, 1)),\n (dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1),\n (dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1),\n (dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5),\n (dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2),\n (dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2),\n // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n\n (dest.isEternal =\n source.isEternal !== undefined\n ? source.isEternal\n : source.birthTime === undefined || source.deathTime === undefined),\n (dest.birthTime = source.birthTime),\n (dest.deathTime = source.deathTime),\n (dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1),\n (dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9),\n (dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4),\n (dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6)\n\n // These parameters cannot change after lightning creation:\n\n dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9\n dest.isStatic = source.isStatic !== undefined ? source.isStatic : false\n dest.ramification = source.ramification !== undefined ? source.ramification : 5\n dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3\n dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6\n dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false\n ;(dest.randomGenerator = source.randomGenerator),\n (dest.noiseSeed = source.noiseSeed),\n (dest.onDecideSubrayCreation = source.onDecideSubrayCreation),\n (dest.onSubrayCreation = source.onSubrayCreation)\n\n return dest\n }\n\n update(time) {\n if (this.isStatic) return\n\n if (\n this.rayParameters.isEternal ||\n (this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime)\n ) {\n this.updateMesh(time)\n\n if (time < this.subrays[0].endPropagationTime) {\n this.state = LightningStrike.RAY_PROPAGATING\n } else if (time > this.subrays[0].beginVanishingTime) {\n this.state = LightningStrike.RAY_VANISHING\n } else {\n this.state = LightningStrike.RAY_STEADY\n }\n\n this.visible = true\n } else {\n this.visible = false\n\n if (time < this.rayParameters.birthTime) {\n this.state = LightningStrike.RAY_UNBORN\n } else {\n this.state = LightningStrike.RAY_EXTINGUISHED\n }\n }\n }\n\n init(rayParameters) {\n // Init all the state from the parameters\n\n this.rayParameters = rayParameters\n\n // These parameters cannot change after lightning creation:\n\n this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor(rayParameters.maxIterations) : 9\n rayParameters.maxIterations = this.maxIterations\n this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false\n rayParameters.isStatic = this.isStatic\n this.ramification = rayParameters.ramification !== undefined ? Math.floor(rayParameters.ramification) : 5\n rayParameters.ramification = this.ramification\n this.maxSubrayRecursion =\n rayParameters.maxSubrayRecursion !== undefined ? Math.floor(rayParameters.maxSubrayRecursion) : 3\n rayParameters.maxSubrayRecursion = this.maxSubrayRecursion\n this.recursionProbability =\n rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6\n rayParameters.recursionProbability = this.recursionProbability\n this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false\n rayParameters.generateUVs = this.generateUVs\n\n // Random generator\n if (rayParameters.randomGenerator !== undefined) {\n this.randomGenerator = rayParameters.randomGenerator\n this.seedGenerator = rayParameters.randomGenerator\n\n if (rayParameters.noiseSeed !== undefined) {\n this.seedGenerator.setSeed(rayParameters.noiseSeed)\n }\n } else {\n this.randomGenerator = LightningStrike.createRandomGenerator()\n this.seedGenerator = Math\n }\n\n // Ray creation callbacks\n if (rayParameters.onDecideSubrayCreation !== undefined) {\n this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation\n } else {\n this.createDefaultSubrayCreationCallbacks()\n\n if (rayParameters.onSubrayCreation !== undefined) {\n this.onSubrayCreation = rayParameters.onSubrayCreation\n }\n }\n\n // Internal state\n\n this.state = LightningStrike.RAY_INITIALIZED\n\n this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)))\n rayParameters.maxSubrays = this.maxSubrays\n\n this.maxRaySegments = 2 * (1 << this.maxIterations)\n\n this.subrays = []\n\n for (let i = 0; i < this.maxSubrays; i++) {\n this.subrays.push(this.createSubray())\n }\n\n this.raySegments = []\n\n for (let i = 0; i < this.maxRaySegments; i++) {\n this.raySegments.push(this.createSegment())\n }\n\n this.time = 0\n this.timeFraction = 0\n this.currentSegmentCallback = null\n this.currentCreateTriangleVertices = this.generateUVs\n ? this.createTriangleVerticesWithUVs\n : this.createTriangleVerticesWithoutUVs\n this.numSubrays = 0\n this.currentSubray = null\n this.currentSegmentIndex = 0\n this.isInitialSegment = false\n this.subrayProbability = 0\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n this.vertices = null\n this.uvs = null\n this.indices = null\n this.positionAttribute = null\n this.uvsAttribute = null\n\n this.simplexX = new SimplexNoise(this.seedGenerator)\n this.simplexY = new SimplexNoise(this.seedGenerator)\n this.simplexZ = new SimplexNoise(this.seedGenerator)\n\n // Temp vectors\n this.forwards = new Vector3()\n this.forwardsFill = new Vector3()\n this.side = new Vector3()\n this.down = new Vector3()\n this.middlePos = new Vector3()\n this.middleLinPos = new Vector3()\n this.newPos = new Vector3()\n this.vPos = new Vector3()\n this.cross1 = new Vector3()\n }\n\n createMesh() {\n const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations\n\n const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays\n const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays\n\n this.vertices = new Float32Array(maxVerts * 3)\n this.indices = new Uint32Array(maxIndices)\n\n if (this.generateUVs) {\n this.uvs = new Float32Array(maxVerts * 2)\n }\n\n // Populate the mesh\n this.fillMesh(0)\n\n this.setIndex(new Uint32BufferAttribute(this.indices, 1))\n\n this.positionAttribute = new Float32BufferAttribute(this.vertices, 3)\n this.setAttribute('position', this.positionAttribute)\n\n if (this.generateUVs) {\n this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2)\n this.setAttribute('uv', this.uvsAttribute)\n }\n\n if (!this.isStatic) {\n this.index.usage = DynamicDrawUsage\n this.positionAttribute.usage = DynamicDrawUsage\n\n if (this.generateUVs) {\n this.uvsAttribute.usage = DynamicDrawUsage\n }\n }\n\n // Store buffers for later modification\n this.vertices = this.positionAttribute.array\n this.indices = this.index.array\n\n if (this.generateUVs) {\n this.uvs = this.uvsAttribute.array\n }\n }\n\n updateMesh(time) {\n this.fillMesh(time)\n\n this.drawRange.count = this.currentIndex\n\n this.index.needsUpdate = true\n\n this.positionAttribute.needsUpdate = true\n\n if (this.generateUVs) {\n this.uvsAttribute.needsUpdate = true\n }\n }\n\n fillMesh(time) {\n const scope = this\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n\n this.fractalRay(time, function fillVertices(segment) {\n const subray = scope.currentSubray\n\n if (time < subray.birthTime) {\n //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {\n\n return\n } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {\n // Eternal rays don't propagate nor vanish, but its subrays do\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else if (time < subray.endPropagationTime) {\n if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {\n // Ray propagation has arrived to this segment\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n } else if (time < subray.beginVanishingTime) {\n // Ray is steady (nor propagating nor vanishing)\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else {\n if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {\n // Segment has not yet vanished\n\n scope.createPrism(segment)\n }\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n })\n }\n\n addNewSubray(/*rayParameters*/) {\n return this.subrays[this.numSubrays++]\n }\n\n initSubray(subray, rayParameters) {\n subray.pos0.copy(rayParameters.sourceOffset)\n subray.pos1.copy(rayParameters.destOffset)\n subray.up0.copy(rayParameters.up0)\n subray.up1.copy(rayParameters.up1)\n subray.radius0 = rayParameters.radius0\n subray.radius1 = rayParameters.radius1\n subray.birthTime = rayParameters.birthTime\n subray.deathTime = rayParameters.deathTime\n subray.timeScale = rayParameters.timeScale\n subray.roughness = rayParameters.roughness\n subray.straightness = rayParameters.straightness\n subray.propagationTimeFactor = rayParameters.propagationTimeFactor\n subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor\n\n subray.maxIterations = this.maxIterations\n subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0\n subray.recursion = 0\n }\n\n fractalRay(time, segmentCallback) {\n this.time = time\n this.currentSegmentCallback = segmentCallback\n this.numSubrays = 0\n\n // Add the top level subray\n this.initSubray(this.addNewSubray(), this.rayParameters)\n\n // Process all subrays that are being generated until consuming all of them\n for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {\n const subray = this.subrays[subrayIndex]\n this.currentSubray = subray\n\n this.randomGenerator.setSeed(subray.seed)\n\n subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor)\n subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor)\n\n const random1 = this.randomGenerator.random\n subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n\n this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime)\n\n this.currentSegmentIndex = 0\n this.isInitialSegment = true\n\n const segment = this.getNewSegment()\n segment.iteration = 0\n segment.pos0.copy(subray.pos0)\n segment.pos1.copy(subray.pos1)\n segment.linPos0.copy(subray.linPos0)\n segment.linPos1.copy(subray.linPos1)\n segment.up0.copy(subray.up0)\n segment.up1.copy(subray.up1)\n segment.radius0 = subray.radius0\n segment.radius1 = subray.radius1\n segment.fraction0 = 0\n segment.fraction1 = 1\n segment.positionVariationFactor = 1 - subray.straightness\n\n this.subrayProbability =\n (this.ramification * Math.pow(this.recursionProbability, subray.recursion)) / (1 << subray.maxIterations)\n\n this.fractalRayRecursive(segment)\n }\n\n this.currentSegmentCallback = null\n this.currentSubray = null\n }\n\n fractalRayRecursive(segment) {\n // Leave recursion condition\n if (segment.iteration >= this.currentSubray.maxIterations) {\n this.currentSegmentCallback(segment)\n\n return\n }\n\n // Interpolation\n this.forwards.subVectors(segment.pos1, segment.pos0)\n let lForwards = this.forwards.length()\n\n if (lForwards < 0.000001) {\n this.forwards.set(0, 0, 0.01)\n lForwards = this.forwards.length()\n }\n\n const middleRadius = (segment.radius0 + segment.radius1) * 0.5\n const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5\n\n const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration)\n\n this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5)\n this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5)\n const p = this.middleLinPos\n\n // Noise\n this.newPos.set(\n this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension),\n )\n\n this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards)\n this.newPos.add(this.middlePos)\n\n // Recursion\n\n const newSegment1 = this.getNewSegment()\n newSegment1.pos0.copy(segment.pos0)\n newSegment1.pos1.copy(this.newPos)\n newSegment1.linPos0.copy(segment.linPos0)\n newSegment1.linPos1.copy(this.middleLinPos)\n newSegment1.up0.copy(segment.up0)\n newSegment1.up1.copy(segment.up1)\n newSegment1.radius0 = segment.radius0\n newSegment1.radius1 = middleRadius\n newSegment1.fraction0 = segment.fraction0\n newSegment1.fraction1 = middleFraction\n newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment1.iteration = segment.iteration + 1\n\n const newSegment2 = this.getNewSegment()\n newSegment2.pos0.copy(this.newPos)\n newSegment2.pos1.copy(segment.pos1)\n newSegment2.linPos0.copy(this.middleLinPos)\n newSegment2.linPos1.copy(segment.linPos1)\n this.cross1.crossVectors(segment.up0, this.forwards.normalize())\n newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize()\n newSegment2.up1.copy(segment.up1)\n newSegment2.radius0 = middleRadius\n newSegment2.radius1 = segment.radius1\n newSegment2.fraction0 = middleFraction\n newSegment2.fraction1 = segment.fraction1\n newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment2.iteration = segment.iteration + 1\n\n this.fractalRayRecursive(newSegment1)\n\n this.fractalRayRecursive(newSegment2)\n }\n\n createPrism(segment) {\n // Creates one triangular prism and its vertices at the segment\n\n this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize()\n\n if (this.isInitialSegment) {\n this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0)\n\n this.isInitialSegment = false\n }\n\n this.currentCreateTriangleVertices(segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1)\n\n this.createPrismFaces()\n }\n\n createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n this.currentVertex += 3\n }\n\n createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n const uv = this.uvs\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0.5\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 1\n\n this.currentVertex += 3\n }\n\n createPrismFaces(vertex /*, index*/) {\n const indices = this.indices\n vertex = this.currentVertex - 6\n\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 5\n }\n\n createDefaultSubrayCreationCallbacks() {\n const random1 = this.randomGenerator.random\n\n this.onDecideSubrayCreation = function (segment, lightningStrike) {\n // Decide subrays creation at parent (sub)ray segment\n\n const subray = lightningStrike.currentSubray\n\n const period = lightningStrike.rayParameters.subrayPeriod\n const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle\n\n const phase0 =\n lightningStrike.rayParameters.isEternal && subray.recursion == 0\n ? -random1() * period\n : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period\n\n const phase = lightningStrike.time - phase0\n const currentCycle = Math.floor(phase / period)\n\n const childSubraySeed = random1() * (currentCycle + 1)\n\n const isActive = phase % period <= dutyCycle * period\n\n let probability = 0\n\n if (isActive) {\n probability = lightningStrike.subrayProbability\n // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;\n }\n\n if (\n subray.recursion < lightningStrike.maxSubrayRecursion &&\n lightningStrike.numSubrays < lightningStrike.maxSubrays &&\n random1() < probability\n ) {\n const childSubray = lightningStrike.addNewSubray()\n\n const parentSeed = lightningStrike.randomGenerator.getSeed()\n childSubray.seed = childSubraySeed\n lightningStrike.randomGenerator.setSeed(childSubraySeed)\n\n childSubray.recursion = subray.recursion + 1\n childSubray.maxIterations = Math.max(1, subray.maxIterations - 1)\n\n childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.up0.copy(subray.up0)\n childSubray.up1.copy(subray.up1)\n childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor\n childSubray.radius1 = Math.min(\n lightningStrike.rayParameters.minRadius,\n segment.radius1 * lightningStrike.rayParameters.radius1Factor,\n )\n\n childSubray.birthTime = phase0 + currentCycle * period\n childSubray.deathTime = childSubray.birthTime + period * dutyCycle\n\n if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {\n childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime)\n childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime)\n }\n\n childSubray.timeScale = subray.timeScale * 2\n childSubray.roughness = subray.roughness\n childSubray.straightness = subray.straightness\n childSubray.propagationTimeFactor = subray.propagationTimeFactor\n childSubray.vanishingTimeFactor = subray.vanishingTimeFactor\n\n lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike)\n\n lightningStrike.randomGenerator.setSeed(parentSeed)\n }\n }\n\n const vec1Pos = new Vector3()\n const vec2Forward = new Vector3()\n const vec3Side = new Vector3()\n const vec4Up = new Vector3()\n\n this.onSubrayCreation = function (segment, parentSubray, childSubray, lightningStrike) {\n // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray\n\n // Just use the default cone position generator\n lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2)\n }\n\n this.subrayConePosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cone\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n\n this.subrayCylinderPosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cylinder\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n }\n\n createSubray() {\n return {\n seed: 0,\n maxIterations: 0,\n recursion: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n birthTime: 0,\n deathTime: 0,\n timeScale: 0,\n roughness: 0,\n straightness: 0,\n propagationTimeFactor: 0,\n vanishingTimeFactor: 0,\n endPropagationTime: 0,\n beginVanishingTime: 0,\n }\n }\n\n createSegment() {\n return {\n iteration: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n fraction0: 0,\n fraction1: 0,\n positionVariationFactor: 0,\n }\n }\n\n getNewSegment() {\n return this.raySegments[this.currentSegmentIndex++]\n }\n\n copy(source) {\n super.copy(source)\n\n this.init(LightningStrike.copyParameters({}, source.rayParameters))\n\n return this\n }\n\n clone() {\n return new this.constructor(LightningStrike.copyParameters({}, this.rayParameters))\n }\n}\n\nexport { LightningStrike }\n"],"names":["BufferGeometry","Vector3","SimplexNoise","Uint32BufferAttribute","Float32BufferAttribute","DynamicDrawUsage","MathUtils"],"mappings":";;;;;;;;;;AA+GA,MAAM,mBAAN,cAA8BA,MAAAA,eAAe;AAAA,EAY3C,YAAY,gBAAgB,IAAI;AAC9B,UAAO;AAEP,SAAK,oBAAoB;AAEzB,SAAK,OAAO;AAGZ,SAAK,KAAK,iBAAgB,eAAe,eAAe,aAAa,CAAC;AAGtE,SAAK,WAAY;AAAA,EAClB;AAAA,EAED,OAAO,wBAAwB;AAC7B,UAAM,WAAW;AACjB,UAAM,QAAQ,CAAE;AAEhB,aAAS,IAAI,GAAG,IAAI,UAAU,KAAK;AACjC,YAAM,KAAK,KAAK,QAAQ;AAAA,IACzB;AAED,UAAM,YAAY;AAAA,MAChB,aAAa;AAAA,MAEb,QAAQ,WAAY;AAClB,cAAM,QAAQ,MAAM,UAAU,WAAW;AAEzC,kBAAU,eAAe,UAAU,cAAc,KAAK;AAEtD,eAAO;AAAA,MACR;AAAA,MAED,SAAS,WAAY;AACnB,eAAO,UAAU,cAAc;AAAA,MAChC;AAAA,MAED,SAAS,SAAU,MAAM;AACvB,kBAAU,cAAc,KAAK,MAAM,OAAO,QAAQ,IAAI;AAAA,MACvD;AAAA,IACF;AAED,WAAO;AAAA,EACR;AAAA,EAED,OAAO,eAAe,OAAO,IAAI,SAAS,CAAA,GAAI;AAC5C,UAAM,UAAU,SAAU,GAAG;AAC3B,UAAI,WAAW,MAAM;AACnB,eAAO;AAAA,MACf,OAAa;AACL,eAAO,EAAE,MAAO;AAAA,MACjB;AAAA,IACF;AAEA,IAAC,KAAK,eAAe,OAAO,iBAAiB,SAAY,QAAQ,OAAO,YAAY,IAAI,IAAIC,MAAAA,QAAQ,GAAG,KAAK,CAAC,GAC3G,KAAK,aAAa,OAAO,eAAe,SAAY,QAAQ,OAAO,UAAU,IAAI,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,GACpG,KAAK,YAAY,OAAO,cAAc,SAAY,OAAO,YAAY,GACrE,KAAK,YAAY,OAAO,cAAc,SAAY,OAAO,YAAY,KACrE,KAAK,eAAe,OAAO,iBAAiB,SAAY,OAAO,eAAe,KAC9E,KAAK,MAAM,OAAO,QAAQ,SAAY,QAAQ,OAAO,GAAG,IAAI,IAAIA,MAAO,QAAC,GAAG,GAAG,CAAC;AACjF,IAAC,KAAK,MAAM,OAAO,QAAQ,SAAY,QAAQ,OAAO,GAAG,IAAI,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,GAC9E,KAAK,UAAU,OAAO,YAAY,SAAY,OAAO,UAAU,GAC/D,KAAK,UAAU,OAAO,YAAY,SAAY,OAAO,UAAU,GAC/D,KAAK,gBAAgB,OAAO,kBAAkB,SAAY,OAAO,gBAAgB,KACjF,KAAK,gBAAgB,OAAO,kBAAkB,SAAY,OAAO,gBAAgB,KACjF,KAAK,YAAY,OAAO,cAAc,SAAY,OAAO,YAAY;AAAA,IAGrE,KAAK,YACJ,OAAO,cAAc,SACjB,OAAO,YACP,OAAO,cAAc,UAAa,OAAO,cAAc,QAC5D,KAAK,YAAY,OAAO,WACxB,KAAK,YAAY,OAAO,WACxB,KAAK,wBAAwB,OAAO,0BAA0B,SAAY,OAAO,wBAAwB,KACzG,KAAK,sBAAsB,OAAO,wBAAwB,SAAY,OAAO,sBAAsB,KACnG,KAAK,eAAe,OAAO,iBAAiB,SAAY,OAAO,eAAe,GAC9E,KAAK,kBAAkB,OAAO,oBAAoB,SAAY,OAAO,kBAAkB;AAI1F,SAAK,gBAAgB,OAAO,kBAAkB,SAAY,OAAO,gBAAgB;AACjF,SAAK,WAAW,OAAO,aAAa,SAAY,OAAO,WAAW;AAClE,SAAK,eAAe,OAAO,iBAAiB,SAAY,OAAO,eAAe;AAC9E,SAAK,qBAAqB,OAAO,uBAAuB,SAAY,OAAO,qBAAqB;AAChG,SAAK,uBAAuB,OAAO,yBAAyB,SAAY,OAAO,uBAAuB;AACtG,SAAK,cAAc,OAAO,gBAAgB,SAAY,OAAO,cAAc;AAC1E,IAAC,KAAK,kBAAkB,OAAO,iBAC7B,KAAK,YAAY,OAAO,WACxB,KAAK,yBAAyB,OAAO,wBACrC,KAAK,mBAAmB,OAAO;AAElC,WAAO;AAAA,EACR;AAAA,EAED,OAAO,MAAM;AACX,QAAI,KAAK;AAAU;AAEnB,QACE,KAAK,cAAc,aAClB,KAAK,cAAc,aAAa,QAAQ,QAAQ,KAAK,cAAc,WACpE;AACA,WAAK,WAAW,IAAI;AAEpB,UAAI,OAAO,KAAK,QAAQ,CAAC,EAAE,oBAAoB;AAC7C,aAAK,QAAQ,iBAAgB;AAAA,MACrC,WAAiB,OAAO,KAAK,QAAQ,CAAC,EAAE,oBAAoB;AACpD,aAAK,QAAQ,iBAAgB;AAAA,MACrC,OAAa;AACL,aAAK,QAAQ,iBAAgB;AAAA,MAC9B;AAED,WAAK,UAAU;AAAA,IACrB,OAAW;AACL,WAAK,UAAU;AAEf,UAAI,OAAO,KAAK,cAAc,WAAW;AACvC,aAAK,QAAQ,iBAAgB;AAAA,MACrC,OAAa;AACL,aAAK,QAAQ,iBAAgB;AAAA,MAC9B;AAAA,IACF;AAAA,EACF;AAAA,EAED,KAAK,eAAe;AAGlB,SAAK,gBAAgB;AAIrB,SAAK,gBAAgB,cAAc,kBAAkB,SAAY,KAAK,MAAM,cAAc,aAAa,IAAI;AAC3G,kBAAc,gBAAgB,KAAK;AACnC,SAAK,WAAW,cAAc,aAAa,SAAY,cAAc,WAAW;AAChF,kBAAc,WAAW,KAAK;AAC9B,SAAK,eAAe,cAAc,iBAAiB,SAAY,KAAK,MAAM,cAAc,YAAY,IAAI;AACxG,kBAAc,eAAe,KAAK;AAClC,SAAK,qBACH,cAAc,uBAAuB,SAAY,KAAK,MAAM,cAAc,kBAAkB,IAAI;AAClG,kBAAc,qBAAqB,KAAK;AACxC,SAAK,uBACH,cAAc,yBAAyB,SAAY,cAAc,uBAAuB;AAC1F,kBAAc,uBAAuB,KAAK;AAC1C,SAAK,cAAc,cAAc,gBAAgB,SAAY,cAAc,cAAc;AACzF,kBAAc,cAAc,KAAK;AAGjC,QAAI,cAAc,oBAAoB,QAAW;AAC/C,WAAK,kBAAkB,cAAc;AACrC,WAAK,gBAAgB,cAAc;AAEnC,UAAI,cAAc,cAAc,QAAW;AACzC,aAAK,cAAc,QAAQ,cAAc,SAAS;AAAA,MACnD;AAAA,IACP,OAAW;AACL,WAAK,kBAAkB,iBAAgB,sBAAuB;AAC9D,WAAK,gBAAgB;AAAA,IACtB;AAGD,QAAI,cAAc,2BAA2B,QAAW;AACtD,WAAK,yBAAyB,cAAc;AAAA,IAClD,OAAW;AACL,WAAK,qCAAsC;AAE3C,UAAI,cAAc,qBAAqB,QAAW;AAChD,aAAK,mBAAmB,cAAc;AAAA,MACvC;AAAA,IACF;AAID,SAAK,QAAQ,iBAAgB;AAE7B,SAAK,aAAa,KAAK,KAAK,IAAI,KAAK,IAAI,KAAK,cAAc,KAAK,IAAI,GAAG,KAAK,qBAAqB,CAAC,CAAC,CAAC;AACrG,kBAAc,aAAa,KAAK;AAEhC,SAAK,iBAAiB,KAAK,KAAK,KAAK;AAErC,SAAK,UAAU,CAAE;AAEjB,aAAS,IAAI,GAAG,IAAI,KAAK,YAAY,KAAK;AACxC,WAAK,QAAQ,KAAK,KAAK,aAAY,CAAE;AAAA,IACtC;AAED,SAAK,cAAc,CAAE;AAErB,aAAS,IAAI,GAAG,IAAI,KAAK,gBAAgB,KAAK;AAC5C,WAAK,YAAY,KAAK,KAAK,cAAa,CAAE;AAAA,IAC3C;AAED,SAAK,OAAO;AACZ,SAAK,eAAe;AACpB,SAAK,yBAAyB;AAC9B,SAAK,gCAAgC,KAAK,cACtC,KAAK,gCACL,KAAK;AACT,SAAK,aAAa;AAClB,SAAK,gBAAgB;AACrB,SAAK,sBAAsB;AAC3B,SAAK,mBAAmB;AACxB,SAAK,oBAAoB;AAEzB,SAAK,gBAAgB;AACrB,SAAK,eAAe;AACpB,SAAK,oBAAoB;AACzB,SAAK,sBAAsB;AAC3B,SAAK,WAAW;AAChB,SAAK,MAAM;AACX,SAAK,UAAU;AACf,SAAK,oBAAoB;AACzB,SAAK,eAAe;AAEpB,SAAK,WAAW,IAAIC,0BAAa,KAAK,aAAa;AACnD,SAAK,WAAW,IAAIA,0BAAa,KAAK,aAAa;AACnD,SAAK,WAAW,IAAIA,0BAAa,KAAK,aAAa;AAGnD,SAAK,WAAW,IAAID,cAAS;AAC7B,SAAK,eAAe,IAAIA,cAAS;AACjC,SAAK,OAAO,IAAIA,cAAS;AACzB,SAAK,OAAO,IAAIA,cAAS;AACzB,SAAK,YAAY,IAAIA,cAAS;AAC9B,SAAK,eAAe,IAAIA,cAAS;AACjC,SAAK,SAAS,IAAIA,cAAS;AAC3B,SAAK,OAAO,IAAIA,cAAS;AACzB,SAAK,SAAS,IAAIA,cAAS;AAAA,EAC5B;AAAA,EAED,aAAa;AACX,UAAM,+BAA+B,KAAK,KAAK;AAE/C,UAAM,WAAW,KAAK,+BAA+B,KAAK,KAAK;AAC/D,UAAM,aAAa,KAAK,+BAA+B,KAAK;AAE5D,SAAK,WAAW,IAAI,aAAa,WAAW,CAAC;AAC7C,SAAK,UAAU,IAAI,YAAY,UAAU;AAEzC,QAAI,KAAK,aAAa;AACpB,WAAK,MAAM,IAAI,aAAa,WAAW,CAAC;AAAA,IACzC;AAGD,SAAK,SAAS,CAAC;AAEf,SAAK,SAAS,IAAIE,MAAAA,sBAAsB,KAAK,SAAS,CAAC,CAAC;AAExD,SAAK,oBAAoB,IAAIC,MAAAA,uBAAuB,KAAK,UAAU,CAAC;AACpE,SAAK,aAAa,YAAY,KAAK,iBAAiB;AAEpD,QAAI,KAAK,aAAa;AACpB,WAAK,eAAe,IAAIA,6BAAuB,IAAI,aAAa,KAAK,GAAG,GAAG,CAAC;AAC5E,WAAK,aAAa,MAAM,KAAK,YAAY;AAAA,IAC1C;AAED,QAAI,CAAC,KAAK,UAAU;AAClB,WAAK,MAAM,QAAQC,MAAgB;AACnC,WAAK,kBAAkB,QAAQA,MAAgB;AAE/C,UAAI,KAAK,aAAa;AACpB,aAAK,aAAa,QAAQA,MAAgB;AAAA,MAC3C;AAAA,IACF;AAGD,SAAK,WAAW,KAAK,kBAAkB;AACvC,SAAK,UAAU,KAAK,MAAM;AAE1B,QAAI,KAAK,aAAa;AACpB,WAAK,MAAM,KAAK,aAAa;AAAA,IAC9B;AAAA,EACF;AAAA,EAED,WAAW,MAAM;AACf,SAAK,SAAS,IAAI;AAElB,SAAK,UAAU,QAAQ,KAAK;AAE5B,SAAK,MAAM,cAAc;AAEzB,SAAK,kBAAkB,cAAc;AAErC,QAAI,KAAK,aAAa;AACpB,WAAK,aAAa,cAAc;AAAA,IACjC;AAAA,EACF;AAAA,EAED,SAAS,MAAM;AACb,UAAM,QAAQ;AAEd,SAAK,gBAAgB;AACrB,SAAK,eAAe;AACpB,SAAK,oBAAoB;AACzB,SAAK,sBAAsB;AAE3B,SAAK,WAAW,MAAM,SAAS,aAAa,SAAS;AACnD,YAAM,SAAS,MAAM;AAErB,UAAI,OAAO,OAAO,WAAW;AAG3B;AAAA,MACR,WAAiB,KAAK,cAAc,aAAa,MAAM,cAAc,aAAa,GAAG;AAG7E,cAAM,YAAY,OAAO;AAEzB,cAAM,uBAAuB,SAAS,KAAK;AAAA,MACnD,WAAiB,OAAO,OAAO,oBAAoB;AAC3C,YAAI,MAAM,gBAAgB,QAAQ,YAAY,OAAO,uBAAuB;AAG1E,gBAAM,YAAY,OAAO;AAEzB,gBAAM,uBAAuB,SAAS,KAAK;AAAA,QAC5C;AAAA,MACT,WAAiB,OAAO,OAAO,oBAAoB;AAG3C,cAAM,YAAY,OAAO;AAEzB,cAAM,uBAAuB,SAAS,KAAK;AAAA,MACnD,OAAa;AACL,YAAI,MAAM,gBAAgB,OAAO,sBAAsB,QAAQ,aAAa,IAAI,OAAO,sBAAsB;AAG3G,gBAAM,YAAY,OAAO;AAAA,QAC1B;AAED,cAAM,uBAAuB,SAAS,KAAK;AAAA,MAC5C;AAAA,IACP,CAAK;AAAA,EACF;AAAA,EAED,eAAgC;AAC9B,WAAO,KAAK,QAAQ,KAAK,YAAY;AAAA,EACtC;AAAA,EAED,WAAW,QAAQ,eAAe;AAChC,WAAO,KAAK,KAAK,cAAc,YAAY;AAC3C,WAAO,KAAK,KAAK,cAAc,UAAU;AACzC,WAAO,IAAI,KAAK,cAAc,GAAG;AACjC,WAAO,IAAI,KAAK,cAAc,GAAG;AACjC,WAAO,UAAU,cAAc;AAC/B,WAAO,UAAU,cAAc;AAC/B,WAAO,YAAY,cAAc;AACjC,WAAO,YAAY,cAAc;AACjC,WAAO,YAAY,cAAc;AACjC,WAAO,YAAY,cAAc;AACjC,WAAO,eAAe,cAAc;AACpC,WAAO,wBAAwB,cAAc;AAC7C,WAAO,sBAAsB,cAAc;AAE3C,WAAO,gBAAgB,KAAK;AAC5B,WAAO,OAAO,cAAc,cAAc,SAAY,cAAc,YAAY;AAChF,WAAO,YAAY;AAAA,EACpB;AAAA,EAED,WAAW,MAAM,iBAAiB;AAChC,SAAK,OAAO;AACZ,SAAK,yBAAyB;AAC9B,SAAK,aAAa;AAGlB,SAAK,WAAW,KAAK,aAAY,GAAI,KAAK,aAAa;AAGvD,aAAS,cAAc,GAAG,cAAc,KAAK,YAAY,eAAe;AACtE,YAAM,SAAS,KAAK,QAAQ,WAAW;AACvC,WAAK,gBAAgB;AAErB,WAAK,gBAAgB,QAAQ,OAAO,IAAI;AAExC,aAAO,qBAAqBC,MAAS,UAAC,KAAK,OAAO,WAAW,OAAO,WAAW,OAAO,qBAAqB;AAC3G,aAAO,qBAAqBA,gBAAU,KAAK,OAAO,WAAW,OAAO,WAAW,IAAI,OAAO,mBAAmB;AAE7G,YAAM,UAAU,KAAK,gBAAgB;AACrC,aAAO,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AACvE,aAAO,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AAEvE,WAAK,gBAAgB,OAAO,OAAO,cAAc,OAAO,YAAY,OAAO;AAE3E,WAAK,sBAAsB;AAC3B,WAAK,mBAAmB;AAExB,YAAM,UAAU,KAAK,cAAe;AACpC,cAAQ,YAAY;AACpB,cAAQ,KAAK,KAAK,OAAO,IAAI;AAC7B,cAAQ,KAAK,KAAK,OAAO,IAAI;AAC7B,cAAQ,QAAQ,KAAK,OAAO,OAAO;AACnC,cAAQ,QAAQ,KAAK,OAAO,OAAO;AACnC,cAAQ,IAAI,KAAK,OAAO,GAAG;AAC3B,cAAQ,IAAI,KAAK,OAAO,GAAG;AAC3B,cAAQ,UAAU,OAAO;AACzB,cAAQ,UAAU,OAAO;AACzB,cAAQ,YAAY;AACpB,cAAQ,YAAY;AACpB,cAAQ,0BAA0B,IAAI,OAAO;AAE7C,WAAK,oBACF,KAAK,eAAe,KAAK,IAAI,KAAK,sBAAsB,OAAO,SAAS,KAAM,KAAK,OAAO;AAE7F,WAAK,oBAAoB,OAAO;AAAA,IACjC;AAED,SAAK,yBAAyB;AAC9B,SAAK,gBAAgB;AAAA,EACtB;AAAA,EAED,oBAAoB,SAAS;AAE3B,QAAI,QAAQ,aAAa,KAAK,cAAc,eAAe;AACzD,WAAK,uBAAuB,OAAO;AAEnC;AAAA,IACD;AAGD,SAAK,SAAS,WAAW,QAAQ,MAAM,QAAQ,IAAI;AACnD,QAAI,YAAY,KAAK,SAAS,OAAQ;AAEtC,QAAI,YAAY,MAAU;AACxB,WAAK,SAAS,IAAI,GAAG,GAAG,IAAI;AAC5B,kBAAY,KAAK,SAAS,OAAQ;AAAA,IACnC;AAED,UAAM,gBAAgB,QAAQ,UAAU,QAAQ,WAAW;AAC3D,UAAM,kBAAkB,QAAQ,YAAY,QAAQ,aAAa;AAEjE,UAAM,gBAAgB,KAAK,OAAO,KAAK,cAAc,YAAY,KAAK,IAAI,GAAG,QAAQ,SAAS;AAE9F,SAAK,UAAU,YAAY,QAAQ,MAAM,QAAQ,MAAM,GAAG;AAC1D,SAAK,aAAa,YAAY,QAAQ,SAAS,QAAQ,SAAS,GAAG;AACnE,UAAM,IAAI,KAAK;AAGf,SAAK,OAAO;AAAA,MACV,KAAK,SAAS,QAAQ,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,aAAa;AAAA,MAClD,KAAK,SAAS,QAAQ,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,aAAa;AAAA,MAClD,KAAK,SAAS,QAAQ,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,aAAa;AAAA,IACnD;AAED,SAAK,OAAO,eAAe,QAAQ,0BAA0B,SAAS;AACtE,SAAK,OAAO,IAAI,KAAK,SAAS;AAI9B,UAAM,cAAc,KAAK,cAAe;AACxC,gBAAY,KAAK,KAAK,QAAQ,IAAI;AAClC,gBAAY,KAAK,KAAK,KAAK,MAAM;AACjC,gBAAY,QAAQ,KAAK,QAAQ,OAAO;AACxC,gBAAY,QAAQ,KAAK,KAAK,YAAY;AAC1C,gBAAY,IAAI,KAAK,QAAQ,GAAG;AAChC,gBAAY,IAAI,KAAK,QAAQ,GAAG;AAChC,gBAAY,UAAU,QAAQ;AAC9B,gBAAY,UAAU;AACtB,gBAAY,YAAY,QAAQ;AAChC,gBAAY,YAAY;AACxB,gBAAY,0BAA0B,QAAQ,0BAA0B,KAAK,cAAc;AAC3F,gBAAY,YAAY,QAAQ,YAAY;AAE5C,UAAM,cAAc,KAAK,cAAe;AACxC,gBAAY,KAAK,KAAK,KAAK,MAAM;AACjC,gBAAY,KAAK,KAAK,QAAQ,IAAI;AAClC,gBAAY,QAAQ,KAAK,KAAK,YAAY;AAC1C,gBAAY,QAAQ,KAAK,QAAQ,OAAO;AACxC,SAAK,OAAO,aAAa,QAAQ,KAAK,KAAK,SAAS,WAAW;AAC/D,gBAAY,IAAI,aAAa,KAAK,UAAU,KAAK,MAAM,EAAE,UAAW;AACpE,gBAAY,IAAI,KAAK,QAAQ,GAAG;AAChC,gBAAY,UAAU;AACtB,gBAAY,UAAU,QAAQ;AAC9B,gBAAY,YAAY;AACxB,gBAAY,YAAY,QAAQ;AAChC,gBAAY,0BAA0B,QAAQ,0BAA0B,KAAK,cAAc;AAC3F,gBAAY,YAAY,QAAQ,YAAY;AAE5C,SAAK,oBAAoB,WAAW;AAEpC,SAAK,oBAAoB,WAAW;AAAA,EACrC;AAAA,EAED,YAAY,SAAS;AAGnB,SAAK,aAAa,WAAW,QAAQ,MAAM,QAAQ,IAAI,EAAE,UAAW;AAEpE,QAAI,KAAK,kBAAkB;AACzB,WAAK,8BAA8B,QAAQ,MAAM,QAAQ,KAAK,KAAK,cAAc,QAAQ,SAAS,CAAC;AAEnG,WAAK,mBAAmB;AAAA,IACzB;AAED,SAAK,8BAA8B,QAAQ,MAAM,QAAQ,KAAK,KAAK,cAAc,QAAQ,SAAS,QAAQ,SAAS;AAEnH,SAAK,iBAAkB;AAAA,EACxB;AAAA,EAED,iCAAiC,KAAK,IAAI,UAAU,QAAQ;AAG1D,SAAK,KAAK,aAAa,IAAI,QAAQ,EAAE,eAAe,SAAS,iBAAgB,QAAQ;AACrF,SAAK,KAAK,KAAK,EAAE,EAAE,eAAe,CAAC,SAAS,iBAAgB,QAAQ;AAEpE,UAAM,IAAI,KAAK;AACf,UAAM,IAAI,KAAK;AAEf,MAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,MAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,MAAE,KAAK,EAAE,EAAE,eAAe,MAAM,EAAE,IAAI,GAAG;AAEzC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,SAAK,iBAAiB;AAAA,EACvB;AAAA,EAED,8BAA8B,KAAK,IAAI,UAAU,QAAQ,GAAG;AAG1D,SAAK,KAAK,aAAa,IAAI,QAAQ,EAAE,eAAe,SAAS,iBAAgB,QAAQ;AACrF,SAAK,KAAK,KAAK,EAAE,EAAE,eAAe,CAAC,SAAS,iBAAgB,QAAQ;AAEpE,UAAM,IAAI,KAAK;AACf,UAAM,IAAI,KAAK;AACf,UAAM,KAAK,KAAK;AAEhB,MAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,OAAG,KAAK,qBAAqB,IAAI;AACjC,OAAG,KAAK,qBAAqB,IAAI;AAEjC,MAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,OAAG,KAAK,qBAAqB,IAAI;AACjC,OAAG,KAAK,qBAAqB,IAAI;AAEjC,MAAE,KAAK,EAAE,EAAE,eAAe,MAAM,EAAE,IAAI,GAAG;AAEzC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,MAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,OAAG,KAAK,qBAAqB,IAAI;AACjC,OAAG,KAAK,qBAAqB,IAAI;AAEjC,SAAK,iBAAiB;AAAA,EACvB;AAAA,EAED,iBAAiB,QAAoB;AACnC,UAAM,UAAU,KAAK;AACrB,aAAS,KAAK,gBAAgB;AAE9B,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,YAAQ,KAAK,cAAc,IAAI,SAAS;AAAA,EACzC;AAAA,EAED,uCAAuC;AACrC,UAAM,UAAU,KAAK,gBAAgB;AAErC,SAAK,yBAAyB,SAAU,SAAS,iBAAiB;AAGhE,YAAM,SAAS,gBAAgB;AAE/B,YAAM,SAAS,gBAAgB,cAAc;AAC7C,YAAM,YAAY,gBAAgB,cAAc;AAEhD,YAAM,SACJ,gBAAgB,cAAc,aAAa,OAAO,aAAa,IAC3D,CAAC,QAAS,IAAG,SACbA,MAAAA,UAAU,KAAK,OAAO,WAAW,OAAO,oBAAoB,QAAQ,SAAS,IAAI,QAAO,IAAK;AAEnG,YAAM,QAAQ,gBAAgB,OAAO;AACrC,YAAM,eAAe,KAAK,MAAM,QAAQ,MAAM;AAE9C,YAAM,kBAAkB,aAAa,eAAe;AAEpD,YAAM,WAAW,QAAQ,UAAU,YAAY;AAE/C,UAAI,cAAc;AAElB,UAAI,UAAU;AACZ,sBAAc,gBAAgB;AAAA,MAE/B;AAED,UACE,OAAO,YAAY,gBAAgB,sBACnC,gBAAgB,aAAa,gBAAgB,cAC7C,QAAS,IAAG,aACZ;AACA,cAAM,cAAc,gBAAgB,aAAc;AAElD,cAAM,aAAa,gBAAgB,gBAAgB,QAAS;AAC5D,oBAAY,OAAO;AACnB,wBAAgB,gBAAgB,QAAQ,eAAe;AAEvD,oBAAY,YAAY,OAAO,YAAY;AAC3C,oBAAY,gBAAgB,KAAK,IAAI,GAAG,OAAO,gBAAgB,CAAC;AAEhE,oBAAY,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AAC5E,oBAAY,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AAC5E,oBAAY,IAAI,KAAK,OAAO,GAAG;AAC/B,oBAAY,IAAI,KAAK,OAAO,GAAG;AAC/B,oBAAY,UAAU,QAAQ,UAAU,gBAAgB,cAAc;AACtE,oBAAY,UAAU,KAAK;AAAA,UACzB,gBAAgB,cAAc;AAAA,UAC9B,QAAQ,UAAU,gBAAgB,cAAc;AAAA,QACjD;AAED,oBAAY,YAAY,SAAS,eAAe;AAChD,oBAAY,YAAY,YAAY,YAAY,SAAS;AAEzD,YAAI,CAAC,gBAAgB,cAAc,aAAa,OAAO,aAAa,GAAG;AACrE,sBAAY,YAAY,KAAK,IAAI,YAAY,WAAW,OAAO,SAAS;AACxE,sBAAY,YAAY,KAAK,IAAI,YAAY,WAAW,OAAO,SAAS;AAAA,QACzE;AAED,oBAAY,YAAY,OAAO,YAAY;AAC3C,oBAAY,YAAY,OAAO;AAC/B,oBAAY,eAAe,OAAO;AAClC,oBAAY,wBAAwB,OAAO;AAC3C,oBAAY,sBAAsB,OAAO;AAEzC,wBAAgB,iBAAiB,SAAS,QAAQ,aAAa,eAAe;AAE9E,wBAAgB,gBAAgB,QAAQ,UAAU;AAAA,MACnD;AAAA,IACF;AAED,UAAM,UAAU,IAAIL,cAAS;AAC7B,UAAM,cAAc,IAAIA,cAAS;AACjC,UAAM,WAAW,IAAIA,cAAS;AAC9B,UAAM,SAAS,IAAIA,cAAS;AAE5B,SAAK,mBAAmB,SAAU,SAAS,cAAc,aAAa,iBAAiB;AAIrF,sBAAgB,uBAAuB,SAAS,cAAc,aAAa,KAAK,KAAK,GAAG;AAAA,IACzF;AAED,SAAK,qBAAqB,SACxB,SACA,cACA,aACA,cACA,iBACA,oBACA;AAGA,kBAAY,KAAK,KAAK,QAAQ,IAAI;AAElC,cAAQ,WAAW,aAAa,MAAM,aAAa,IAAI;AACvD,kBAAY,KAAK,OAAO,EAAE,UAAW;AACrC,cAAQ,eAAe,QAAQ,aAAa,IAAI,QAAQ,cAAc,YAAY,aAAa;AAC/F,YAAM,SAAS,QAAQ,OAAQ;AAC/B,eAAS,aAAa,aAAa,KAAK,WAAW;AACnD,YAAM,QAAQ,IAAI,KAAK,KAAK,QAAS;AACrC,eAAS,eAAe,KAAK,IAAI,KAAK,CAAC;AACvC,aAAO,KAAK,aAAa,GAAG,EAAE,eAAe,KAAK,IAAI,KAAK,CAAC;AAE5D,kBAAY,KACT,KAAK,QAAQ,EACb,IAAI,MAAM,EACV,eAAe,SAAS,mBAAmB,qBAAqB,QAAO,KAAM,IAAI,oBAAoB,EACrG,IAAI,OAAO,EACX,IAAI,aAAa,IAAI;AAAA,IACzB;AAED,SAAK,yBAAyB,SAC5B,SACA,cACA,aACA,cACA,iBACA,oBACA;AAGA,kBAAY,KAAK,KAAK,QAAQ,IAAI;AAElC,cAAQ,WAAW,aAAa,MAAM,aAAa,IAAI;AACvD,kBAAY,KAAK,OAAO,EAAE,UAAW;AACrC,cAAQ,eAAe,QAAQ,aAAa,IAAI,QAAQ,eAAe,IAAI,QAAS,IAAG,KAAK,aAAa;AACzG,YAAM,SAAS,QAAQ,OAAQ;AAC/B,eAAS,aAAa,aAAa,KAAK,WAAW;AACnD,YAAM,QAAQ,IAAI,KAAK,KAAK,QAAS;AACrC,eAAS,eAAe,KAAK,IAAI,KAAK,CAAC;AACvC,aAAO,KAAK,aAAa,GAAG,EAAE,eAAe,KAAK,IAAI,KAAK,CAAC;AAE5D,kBAAY,KACT,KAAK,QAAQ,EACb,IAAI,MAAM,EACV,eAAe,SAAS,mBAAmB,qBAAqB,QAAO,KAAM,IAAI,oBAAoB,EACrG,IAAI,OAAO,EACX,IAAI,aAAa,IAAI;AAAA,IACzB;AAAA,EACF;AAAA,EAED,eAAe;AACb,WAAO;AAAA,MACL,MAAM;AAAA,MACN,eAAe;AAAA,MACf,WAAW;AAAA,MACX,MAAM,IAAIA,MAAAA,QAAS;AAAA,MACnB,MAAM,IAAIA,MAAAA,QAAS;AAAA,MACnB,SAAS,IAAIA,MAAAA,QAAS;AAAA,MACtB,SAAS,IAAIA,MAAAA,QAAS;AAAA,MACtB,KAAK,IAAIA,MAAAA,QAAS;AAAA,MAClB,KAAK,IAAIA,MAAAA,QAAS;AAAA,MAClB,SAAS;AAAA,MACT,SAAS;AAAA,MACT,WAAW;AAAA,MACX,WAAW;AAAA,MACX,WAAW;AAAA,MACX,WAAW;AAAA,MACX,cAAc;AAAA,MACd,uBAAuB;AAAA,MACvB,qBAAqB;AAAA,MACrB,oBAAoB;AAAA,MACpB,oBAAoB;AAAA,IACrB;AAAA,EACF;AAAA,EAED,gBAAgB;AACd,WAAO;AAAA,MACL,WAAW;AAAA,MACX,MAAM,IAAIA,MAAAA,QAAS;AAAA,MACnB,MAAM,IAAIA,MAAAA,QAAS;AAAA,MACnB,SAAS,IAAIA,MAAAA,QAAS;AAAA,MACtB,SAAS,IAAIA,MAAAA,QAAS;AAAA,MACtB,KAAK,IAAIA,MAAAA,QAAS;AAAA,MAClB,KAAK,IAAIA,MAAAA,QAAS;AAAA,MAClB,SAAS;AAAA,MACT,SAAS;AAAA,MACT,WAAW;AAAA,MACX,WAAW;AAAA,MACX,yBAAyB;AAAA,IAC1B;AAAA,EACF;AAAA,EAED,gBAAgB;AACd,WAAO,KAAK,YAAY,KAAK,qBAAqB;AAAA,EACnD;AAAA,EAED,KAAK,QAAQ;AACX,UAAM,KAAK,MAAM;AAEjB,SAAK,KAAK,iBAAgB,eAAe,CAAA,GAAI,OAAO,aAAa,CAAC;AAElE,WAAO;AAAA,EACR;AAAA,EAED,QAAQ;AACN,WAAO,IAAI,KAAK,YAAY,iBAAgB,eAAe,IAAI,KAAK,aAAa,CAAC;AAAA,EACnF;AACH;AAryBA,IAAM,kBAAN;AAAA;AAEE,cAFI,iBAEG,mBAAkB;AACzB,cAHI,iBAGG,cAAa;AACpB,cAJI,iBAIG,mBAAkB;AACzB,cALI,iBAKG,cAAa;AACpB,cANI,iBAMG,iBAAgB;AACvB,cAPI,iBAOG,oBAAmB;AAE1B,cATI,iBASG,YAAW,KAAK,IAAK,KAAK,KAAK,KAAM,GAAG;AAC/C,cAVI,iBAUG,YAAW,KAAK,IAAK,KAAK,KAAK,KAAM,GAAG;;"}
|
|
1
|
+
{"version":3,"file":"LightningStrike.cjs","sources":["../../src/geometries/LightningStrike.js"],"sourcesContent":["import {\n BufferGeometry,\n DynamicDrawUsage,\n Float32BufferAttribute,\n MathUtils,\n Uint32BufferAttribute,\n Vector3,\n} from 'three'\nimport { SimplexNoise } from '../math/SimplexNoise'\n\n/**\n * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.\n *\n *\n * Usage\n *\n * var myRay = new LightningStrike( paramsObject );\n * var myRayMesh = new THREE.Mesh( myRay, myMaterial );\n * scene.add( myRayMesh );\n * ...\n * myRay.update( currentTime );\n *\n * The \"currentTime\" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.\n *\n * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.\n *\n *\n * LightningStrike parameters\n *\n * The paramsObject can contain any of the following parameters.\n *\n * Legend:\n * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.\n * 'Subray': A ramification of the ray. It is not a LightningStrike object.\n * 'Segment': A linear segment piece of a subray.\n * 'Leaf segment': A ray segment which cannot be smaller.\n *\n *\n * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:\n *\n * @param {Vector3} sourceOffset The point where the ray starts.\n *\n * @param {Vector3} destOffset The point where the ray ends.\n *\n * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1\n *\n * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9\n *\n * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7\n *\n * @param {Vector3} up0 Ray 'up' direction at the ray starting point. Must be normalized. It should be perpendicular to the ray forward direction but it doesn't matter much.\n *\n * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.\n *\n * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1\n *\n * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1\n *\n * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5\n *\n * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2\n *\n * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1\n *\n *\n * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n *\n * @param {boolean} isEternal If true the ray never extinguishes. Otherwise its life is controlled by the 'birthTime' and 'deathTime' parameters. Default: true if any of those two parameters is undefined.\n *\n * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.\n *\n * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.\n *\n * @param {double} propagationTimeFactor From 0 to 1. Lifetime factor at which the ray ends propagating and enters the steady phase. For example, 0.1 means it is propagating 1/10 of its lifetime. Default: 0.1\n *\n * @param {double} vanishingTimeFactor From 0 to 1. Lifetime factor at which the ray ends the steady phase and begins vanishing. For example, 0.9 means it is vanishing 1/10 of its lifetime. Default: 0.9\n *\n * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4\n *\n * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6\n *\n *\n * These parameters cannot change after lightning creation:\n *\n * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9\n *\n * @param {boolean} isStatic Set to true only for rays which won't change over time and are not attached to moving objects (Rare case). It is used to set the vertex buffers non-dynamic. You can omit calling update() for these rays.\n *\n * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5\n *\n * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3\n *\n * @param {double} recursionProbability From 0 to 1. The lower the value, the less chance each new generation of subrays has to generate new subrays. Default: 0.6\n *\n * @param {boolean} generateUVs If true, the ray geometry will have uv coordinates generated. u runs along the ray, and v across its perimeter. Default: false.\n *\n * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.\n * It can be used to generate repeatable rays. For that, set also the noiseSeed parameter, and each ray created with that generator and seed pair will be identical in time.\n * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.\n * It must have also a getSeed() method, which returns the current seed, and a setSeed( seed ) method, which accepts as seed a fractional number from 0 to 1, as well as any other number.\n * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)\n *\n * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)\n *\n * @param {function} onDecideSubrayCreation Set this to change the callback which decides subray creation. You can look at the default callback in the code (createDefaultSubrayCreationCallbacks)for more info.\n *\n * @param {function} onSubrayCreation This is another callback, more simple than the previous one. It can be used to adapt the form of subrays or other parameters once a subray has been created and initialized. It is used in the examples to adapt subrays to a sphere or to a plane.\n *\n *\n */\n\nconst LightningStrike = /* @__PURE__ */ (() => {\n class LightningStrike extends BufferGeometry {\n // Ray states\n static RAY_INITIALIZED = 0\n static RAY_UNBORN = 1\n static RAY_PROPAGATING = 2\n static RAY_STEADY = 3\n static RAY_VANISHING = 4\n static RAY_EXTINGUISHED = 5\n\n static COS30DEG = Math.cos((30 * Math.PI) / 180)\n static SIN30DEG = Math.sin((30 * Math.PI) / 180)\n\n constructor(rayParameters = {}) {\n super()\n\n this.isLightningStrike = true\n\n this.type = 'LightningStrike'\n\n // Set parameters, and set undefined parameters to default values\n this.init(LightningStrike.copyParameters(rayParameters, rayParameters))\n\n // Creates and populates the mesh\n this.createMesh()\n }\n\n static createRandomGenerator() {\n const numSeeds = 2053\n const seeds = []\n\n for (let i = 0; i < numSeeds; i++) {\n seeds.push(Math.random())\n }\n\n const generator = {\n currentSeed: 0,\n\n random: function () {\n const value = seeds[generator.currentSeed]\n\n generator.currentSeed = (generator.currentSeed + 1) % numSeeds\n\n return value\n },\n\n getSeed: function () {\n return generator.currentSeed / numSeeds\n },\n\n setSeed: function (seed) {\n generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds\n },\n }\n\n return generator\n }\n\n static copyParameters(dest = {}, source = {}) {\n const vecCopy = function (v) {\n if (source === dest) {\n return v\n } else {\n return v.clone()\n }\n }\n\n ;(dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0)),\n (dest.destOffset = source.destOffset !== undefined ? vecCopy(source.destOffset) : new Vector3(0, 0, 0)),\n (dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1),\n (dest.roughness = source.roughness !== undefined ? source.roughness : 0.9),\n (dest.straightness = source.straightness !== undefined ? source.straightness : 0.7),\n (dest.up0 = source.up0 !== undefined ? vecCopy(source.up0) : new Vector3(0, 0, 1))\n ;(dest.up1 = source.up1 !== undefined ? vecCopy(source.up1) : new Vector3(0, 0, 1)),\n (dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1),\n (dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1),\n (dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5),\n (dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2),\n (dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2),\n // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n\n (dest.isEternal =\n source.isEternal !== undefined\n ? source.isEternal\n : source.birthTime === undefined || source.deathTime === undefined),\n (dest.birthTime = source.birthTime),\n (dest.deathTime = source.deathTime),\n (dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1),\n (dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9),\n (dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4),\n (dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6)\n\n // These parameters cannot change after lightning creation:\n\n dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9\n dest.isStatic = source.isStatic !== undefined ? source.isStatic : false\n dest.ramification = source.ramification !== undefined ? source.ramification : 5\n dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3\n dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6\n dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false\n ;(dest.randomGenerator = source.randomGenerator),\n (dest.noiseSeed = source.noiseSeed),\n (dest.onDecideSubrayCreation = source.onDecideSubrayCreation),\n (dest.onSubrayCreation = source.onSubrayCreation)\n\n return dest\n }\n\n update(time) {\n if (this.isStatic) return\n\n if (\n this.rayParameters.isEternal ||\n (this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime)\n ) {\n this.updateMesh(time)\n\n if (time < this.subrays[0].endPropagationTime) {\n this.state = LightningStrike.RAY_PROPAGATING\n } else if (time > this.subrays[0].beginVanishingTime) {\n this.state = LightningStrike.RAY_VANISHING\n } else {\n this.state = LightningStrike.RAY_STEADY\n }\n\n this.visible = true\n } else {\n this.visible = false\n\n if (time < this.rayParameters.birthTime) {\n this.state = LightningStrike.RAY_UNBORN\n } else {\n this.state = LightningStrike.RAY_EXTINGUISHED\n }\n }\n }\n\n init(rayParameters) {\n // Init all the state from the parameters\n\n this.rayParameters = rayParameters\n\n // These parameters cannot change after lightning creation:\n\n this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor(rayParameters.maxIterations) : 9\n rayParameters.maxIterations = this.maxIterations\n this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false\n rayParameters.isStatic = this.isStatic\n this.ramification = rayParameters.ramification !== undefined ? Math.floor(rayParameters.ramification) : 5\n rayParameters.ramification = this.ramification\n this.maxSubrayRecursion =\n rayParameters.maxSubrayRecursion !== undefined ? Math.floor(rayParameters.maxSubrayRecursion) : 3\n rayParameters.maxSubrayRecursion = this.maxSubrayRecursion\n this.recursionProbability =\n rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6\n rayParameters.recursionProbability = this.recursionProbability\n this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false\n rayParameters.generateUVs = this.generateUVs\n\n // Random generator\n if (rayParameters.randomGenerator !== undefined) {\n this.randomGenerator = rayParameters.randomGenerator\n this.seedGenerator = rayParameters.randomGenerator\n\n if (rayParameters.noiseSeed !== undefined) {\n this.seedGenerator.setSeed(rayParameters.noiseSeed)\n }\n } else {\n this.randomGenerator = LightningStrike.createRandomGenerator()\n this.seedGenerator = Math\n }\n\n // Ray creation callbacks\n if (rayParameters.onDecideSubrayCreation !== undefined) {\n this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation\n } else {\n this.createDefaultSubrayCreationCallbacks()\n\n if (rayParameters.onSubrayCreation !== undefined) {\n this.onSubrayCreation = rayParameters.onSubrayCreation\n }\n }\n\n // Internal state\n\n this.state = LightningStrike.RAY_INITIALIZED\n\n this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)))\n rayParameters.maxSubrays = this.maxSubrays\n\n this.maxRaySegments = 2 * (1 << this.maxIterations)\n\n this.subrays = []\n\n for (let i = 0; i < this.maxSubrays; i++) {\n this.subrays.push(this.createSubray())\n }\n\n this.raySegments = []\n\n for (let i = 0; i < this.maxRaySegments; i++) {\n this.raySegments.push(this.createSegment())\n }\n\n this.time = 0\n this.timeFraction = 0\n this.currentSegmentCallback = null\n this.currentCreateTriangleVertices = this.generateUVs\n ? this.createTriangleVerticesWithUVs\n : this.createTriangleVerticesWithoutUVs\n this.numSubrays = 0\n this.currentSubray = null\n this.currentSegmentIndex = 0\n this.isInitialSegment = false\n this.subrayProbability = 0\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n this.vertices = null\n this.uvs = null\n this.indices = null\n this.positionAttribute = null\n this.uvsAttribute = null\n\n this.simplexX = new SimplexNoise(this.seedGenerator)\n this.simplexY = new SimplexNoise(this.seedGenerator)\n this.simplexZ = new SimplexNoise(this.seedGenerator)\n\n // Temp vectors\n this.forwards = new Vector3()\n this.forwardsFill = new Vector3()\n this.side = new Vector3()\n this.down = new Vector3()\n this.middlePos = new Vector3()\n this.middleLinPos = new Vector3()\n this.newPos = new Vector3()\n this.vPos = new Vector3()\n this.cross1 = new Vector3()\n }\n\n createMesh() {\n const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations\n\n const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays\n const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays\n\n this.vertices = new Float32Array(maxVerts * 3)\n this.indices = new Uint32Array(maxIndices)\n\n if (this.generateUVs) {\n this.uvs = new Float32Array(maxVerts * 2)\n }\n\n // Populate the mesh\n this.fillMesh(0)\n\n this.setIndex(new Uint32BufferAttribute(this.indices, 1))\n\n this.positionAttribute = new Float32BufferAttribute(this.vertices, 3)\n this.setAttribute('position', this.positionAttribute)\n\n if (this.generateUVs) {\n this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2)\n this.setAttribute('uv', this.uvsAttribute)\n }\n\n if (!this.isStatic) {\n this.index.usage = DynamicDrawUsage\n this.positionAttribute.usage = DynamicDrawUsage\n\n if (this.generateUVs) {\n this.uvsAttribute.usage = DynamicDrawUsage\n }\n }\n\n // Store buffers for later modification\n this.vertices = this.positionAttribute.array\n this.indices = this.index.array\n\n if (this.generateUVs) {\n this.uvs = this.uvsAttribute.array\n }\n }\n\n updateMesh(time) {\n this.fillMesh(time)\n\n this.drawRange.count = this.currentIndex\n\n this.index.needsUpdate = true\n\n this.positionAttribute.needsUpdate = true\n\n if (this.generateUVs) {\n this.uvsAttribute.needsUpdate = true\n }\n }\n\n fillMesh(time) {\n const scope = this\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n\n this.fractalRay(time, function fillVertices(segment) {\n const subray = scope.currentSubray\n\n if (time < subray.birthTime) {\n //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {\n\n return\n } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {\n // Eternal rays don't propagate nor vanish, but its subrays do\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else if (time < subray.endPropagationTime) {\n if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {\n // Ray propagation has arrived to this segment\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n } else if (time < subray.beginVanishingTime) {\n // Ray is steady (nor propagating nor vanishing)\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else {\n if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {\n // Segment has not yet vanished\n\n scope.createPrism(segment)\n }\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n })\n }\n\n addNewSubray(/*rayParameters*/) {\n return this.subrays[this.numSubrays++]\n }\n\n initSubray(subray, rayParameters) {\n subray.pos0.copy(rayParameters.sourceOffset)\n subray.pos1.copy(rayParameters.destOffset)\n subray.up0.copy(rayParameters.up0)\n subray.up1.copy(rayParameters.up1)\n subray.radius0 = rayParameters.radius0\n subray.radius1 = rayParameters.radius1\n subray.birthTime = rayParameters.birthTime\n subray.deathTime = rayParameters.deathTime\n subray.timeScale = rayParameters.timeScale\n subray.roughness = rayParameters.roughness\n subray.straightness = rayParameters.straightness\n subray.propagationTimeFactor = rayParameters.propagationTimeFactor\n subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor\n\n subray.maxIterations = this.maxIterations\n subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0\n subray.recursion = 0\n }\n\n fractalRay(time, segmentCallback) {\n this.time = time\n this.currentSegmentCallback = segmentCallback\n this.numSubrays = 0\n\n // Add the top level subray\n this.initSubray(this.addNewSubray(), this.rayParameters)\n\n // Process all subrays that are being generated until consuming all of them\n for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {\n const subray = this.subrays[subrayIndex]\n this.currentSubray = subray\n\n this.randomGenerator.setSeed(subray.seed)\n\n subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor)\n subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor)\n\n const random1 = this.randomGenerator.random\n subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n\n this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime)\n\n this.currentSegmentIndex = 0\n this.isInitialSegment = true\n\n const segment = this.getNewSegment()\n segment.iteration = 0\n segment.pos0.copy(subray.pos0)\n segment.pos1.copy(subray.pos1)\n segment.linPos0.copy(subray.linPos0)\n segment.linPos1.copy(subray.linPos1)\n segment.up0.copy(subray.up0)\n segment.up1.copy(subray.up1)\n segment.radius0 = subray.radius0\n segment.radius1 = subray.radius1\n segment.fraction0 = 0\n segment.fraction1 = 1\n segment.positionVariationFactor = 1 - subray.straightness\n\n this.subrayProbability =\n (this.ramification * Math.pow(this.recursionProbability, subray.recursion)) / (1 << subray.maxIterations)\n\n this.fractalRayRecursive(segment)\n }\n\n this.currentSegmentCallback = null\n this.currentSubray = null\n }\n\n fractalRayRecursive(segment) {\n // Leave recursion condition\n if (segment.iteration >= this.currentSubray.maxIterations) {\n this.currentSegmentCallback(segment)\n\n return\n }\n\n // Interpolation\n this.forwards.subVectors(segment.pos1, segment.pos0)\n let lForwards = this.forwards.length()\n\n if (lForwards < 0.000001) {\n this.forwards.set(0, 0, 0.01)\n lForwards = this.forwards.length()\n }\n\n const middleRadius = (segment.radius0 + segment.radius1) * 0.5\n const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5\n\n const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration)\n\n this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5)\n this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5)\n const p = this.middleLinPos\n\n // Noise\n this.newPos.set(\n this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension),\n )\n\n this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards)\n this.newPos.add(this.middlePos)\n\n // Recursion\n\n const newSegment1 = this.getNewSegment()\n newSegment1.pos0.copy(segment.pos0)\n newSegment1.pos1.copy(this.newPos)\n newSegment1.linPos0.copy(segment.linPos0)\n newSegment1.linPos1.copy(this.middleLinPos)\n newSegment1.up0.copy(segment.up0)\n newSegment1.up1.copy(segment.up1)\n newSegment1.radius0 = segment.radius0\n newSegment1.radius1 = middleRadius\n newSegment1.fraction0 = segment.fraction0\n newSegment1.fraction1 = middleFraction\n newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment1.iteration = segment.iteration + 1\n\n const newSegment2 = this.getNewSegment()\n newSegment2.pos0.copy(this.newPos)\n newSegment2.pos1.copy(segment.pos1)\n newSegment2.linPos0.copy(this.middleLinPos)\n newSegment2.linPos1.copy(segment.linPos1)\n this.cross1.crossVectors(segment.up0, this.forwards.normalize())\n newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize()\n newSegment2.up1.copy(segment.up1)\n newSegment2.radius0 = middleRadius\n newSegment2.radius1 = segment.radius1\n newSegment2.fraction0 = middleFraction\n newSegment2.fraction1 = segment.fraction1\n newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment2.iteration = segment.iteration + 1\n\n this.fractalRayRecursive(newSegment1)\n\n this.fractalRayRecursive(newSegment2)\n }\n\n createPrism(segment) {\n // Creates one triangular prism and its vertices at the segment\n\n this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize()\n\n if (this.isInitialSegment) {\n this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0)\n\n this.isInitialSegment = false\n }\n\n this.currentCreateTriangleVertices(\n segment.pos1,\n segment.up0,\n this.forwardsFill,\n segment.radius1,\n segment.fraction1,\n )\n\n this.createPrismFaces()\n }\n\n createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n this.currentVertex += 3\n }\n\n createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n const uv = this.uvs\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0.5\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 1\n\n this.currentVertex += 3\n }\n\n createPrismFaces(vertex /*, index*/) {\n const indices = this.indices\n vertex = this.currentVertex - 6\n\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 5\n }\n\n createDefaultSubrayCreationCallbacks() {\n const random1 = this.randomGenerator.random\n\n this.onDecideSubrayCreation = function (segment, lightningStrike) {\n // Decide subrays creation at parent (sub)ray segment\n\n const subray = lightningStrike.currentSubray\n\n const period = lightningStrike.rayParameters.subrayPeriod\n const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle\n\n const phase0 =\n lightningStrike.rayParameters.isEternal && subray.recursion == 0\n ? -random1() * period\n : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period\n\n const phase = lightningStrike.time - phase0\n const currentCycle = Math.floor(phase / period)\n\n const childSubraySeed = random1() * (currentCycle + 1)\n\n const isActive = phase % period <= dutyCycle * period\n\n let probability = 0\n\n if (isActive) {\n probability = lightningStrike.subrayProbability\n // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;\n }\n\n if (\n subray.recursion < lightningStrike.maxSubrayRecursion &&\n lightningStrike.numSubrays < lightningStrike.maxSubrays &&\n random1() < probability\n ) {\n const childSubray = lightningStrike.addNewSubray()\n\n const parentSeed = lightningStrike.randomGenerator.getSeed()\n childSubray.seed = childSubraySeed\n lightningStrike.randomGenerator.setSeed(childSubraySeed)\n\n childSubray.recursion = subray.recursion + 1\n childSubray.maxIterations = Math.max(1, subray.maxIterations - 1)\n\n childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.up0.copy(subray.up0)\n childSubray.up1.copy(subray.up1)\n childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor\n childSubray.radius1 = Math.min(\n lightningStrike.rayParameters.minRadius,\n segment.radius1 * lightningStrike.rayParameters.radius1Factor,\n )\n\n childSubray.birthTime = phase0 + currentCycle * period\n childSubray.deathTime = childSubray.birthTime + period * dutyCycle\n\n if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {\n childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime)\n childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime)\n }\n\n childSubray.timeScale = subray.timeScale * 2\n childSubray.roughness = subray.roughness\n childSubray.straightness = subray.straightness\n childSubray.propagationTimeFactor = subray.propagationTimeFactor\n childSubray.vanishingTimeFactor = subray.vanishingTimeFactor\n\n lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike)\n\n lightningStrike.randomGenerator.setSeed(parentSeed)\n }\n }\n\n const vec1Pos = new Vector3()\n const vec2Forward = new Vector3()\n const vec3Side = new Vector3()\n const vec4Up = new Vector3()\n\n this.onSubrayCreation = function (segment, parentSubray, childSubray, lightningStrike) {\n // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray\n\n // Just use the default cone position generator\n lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2)\n }\n\n this.subrayConePosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cone\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n\n this.subrayCylinderPosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cylinder\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n }\n\n createSubray() {\n return {\n seed: 0,\n maxIterations: 0,\n recursion: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n birthTime: 0,\n deathTime: 0,\n timeScale: 0,\n roughness: 0,\n straightness: 0,\n propagationTimeFactor: 0,\n vanishingTimeFactor: 0,\n endPropagationTime: 0,\n beginVanishingTime: 0,\n }\n }\n\n createSegment() {\n return {\n iteration: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n fraction0: 0,\n fraction1: 0,\n positionVariationFactor: 0,\n }\n }\n\n getNewSegment() {\n return this.raySegments[this.currentSegmentIndex++]\n }\n\n copy(source) {\n super.copy(source)\n\n this.init(LightningStrike.copyParameters({}, source.rayParameters))\n\n return this\n }\n\n clone() {\n return new this.constructor(LightningStrike.copyParameters({}, this.rayParameters))\n }\n }\n\n return LightningStrike\n})()\n\nexport { LightningStrike }\n"],"names":["BufferGeometry","Vector3","SimplexNoise","Uint32BufferAttribute","Float32BufferAttribute","DynamicDrawUsage","MathUtils","LightningStrike"],"mappings":";;;;;;;;;;AA+GK,MAAC,kBAAmC,uBAAM;AAC7C,QAAM,mBAAN,cAA8BA,MAAAA,eAAe;AAAA,IAY3C,YAAY,gBAAgB,IAAI;AAC9B,YAAO;AAEP,WAAK,oBAAoB;AAEzB,WAAK,OAAO;AAGZ,WAAK,KAAK,iBAAgB,eAAe,eAAe,aAAa,CAAC;AAGtE,WAAK,WAAY;AAAA,IAClB;AAAA,IAED,OAAO,wBAAwB;AAC7B,YAAM,WAAW;AACjB,YAAM,QAAQ,CAAE;AAEhB,eAAS,IAAI,GAAG,IAAI,UAAU,KAAK;AACjC,cAAM,KAAK,KAAK,QAAQ;AAAA,MACzB;AAED,YAAM,YAAY;AAAA,QAChB,aAAa;AAAA,QAEb,QAAQ,WAAY;AAClB,gBAAM,QAAQ,MAAM,UAAU,WAAW;AAEzC,oBAAU,eAAe,UAAU,cAAc,KAAK;AAEtD,iBAAO;AAAA,QACR;AAAA,QAED,SAAS,WAAY;AACnB,iBAAO,UAAU,cAAc;AAAA,QAChC;AAAA,QAED,SAAS,SAAU,MAAM;AACvB,oBAAU,cAAc,KAAK,MAAM,OAAO,QAAQ,IAAI;AAAA,QACvD;AAAA,MACF;AAED,aAAO;AAAA,IACR;AAAA,IAED,OAAO,eAAe,OAAO,IAAI,SAAS,CAAA,GAAI;AAC5C,YAAM,UAAU,SAAU,GAAG;AAC3B,YAAI,WAAW,MAAM;AACnB,iBAAO;AAAA,QACjB,OAAe;AACL,iBAAO,EAAE,MAAO;AAAA,QACjB;AAAA,MACF;AAEA,MAAC,KAAK,eAAe,OAAO,iBAAiB,SAAY,QAAQ,OAAO,YAAY,IAAI,IAAIC,MAAAA,QAAQ,GAAG,KAAK,CAAC,GAC3G,KAAK,aAAa,OAAO,eAAe,SAAY,QAAQ,OAAO,UAAU,IAAI,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,GACpG,KAAK,YAAY,OAAO,cAAc,SAAY,OAAO,YAAY,GACrE,KAAK,YAAY,OAAO,cAAc,SAAY,OAAO,YAAY,KACrE,KAAK,eAAe,OAAO,iBAAiB,SAAY,OAAO,eAAe,KAC9E,KAAK,MAAM,OAAO,QAAQ,SAAY,QAAQ,OAAO,GAAG,IAAI,IAAIA,MAAO,QAAC,GAAG,GAAG,CAAC;AACjF,MAAC,KAAK,MAAM,OAAO,QAAQ,SAAY,QAAQ,OAAO,GAAG,IAAI,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,GAC9E,KAAK,UAAU,OAAO,YAAY,SAAY,OAAO,UAAU,GAC/D,KAAK,UAAU,OAAO,YAAY,SAAY,OAAO,UAAU,GAC/D,KAAK,gBAAgB,OAAO,kBAAkB,SAAY,OAAO,gBAAgB,KACjF,KAAK,gBAAgB,OAAO,kBAAkB,SAAY,OAAO,gBAAgB,KACjF,KAAK,YAAY,OAAO,cAAc,SAAY,OAAO,YAAY;AAAA,MAGrE,KAAK,YACJ,OAAO,cAAc,SACjB,OAAO,YACP,OAAO,cAAc,UAAa,OAAO,cAAc,QAC5D,KAAK,YAAY,OAAO,WACxB,KAAK,YAAY,OAAO,WACxB,KAAK,wBAAwB,OAAO,0BAA0B,SAAY,OAAO,wBAAwB,KACzG,KAAK,sBAAsB,OAAO,wBAAwB,SAAY,OAAO,sBAAsB,KACnG,KAAK,eAAe,OAAO,iBAAiB,SAAY,OAAO,eAAe,GAC9E,KAAK,kBAAkB,OAAO,oBAAoB,SAAY,OAAO,kBAAkB;AAI1F,WAAK,gBAAgB,OAAO,kBAAkB,SAAY,OAAO,gBAAgB;AACjF,WAAK,WAAW,OAAO,aAAa,SAAY,OAAO,WAAW;AAClE,WAAK,eAAe,OAAO,iBAAiB,SAAY,OAAO,eAAe;AAC9E,WAAK,qBAAqB,OAAO,uBAAuB,SAAY,OAAO,qBAAqB;AAChG,WAAK,uBAAuB,OAAO,yBAAyB,SAAY,OAAO,uBAAuB;AACtG,WAAK,cAAc,OAAO,gBAAgB,SAAY,OAAO,cAAc;AAC1E,MAAC,KAAK,kBAAkB,OAAO,iBAC7B,KAAK,YAAY,OAAO,WACxB,KAAK,yBAAyB,OAAO,wBACrC,KAAK,mBAAmB,OAAO;AAElC,aAAO;AAAA,IACR;AAAA,IAED,OAAO,MAAM;AACX,UAAI,KAAK;AAAU;AAEnB,UACE,KAAK,cAAc,aAClB,KAAK,cAAc,aAAa,QAAQ,QAAQ,KAAK,cAAc,WACpE;AACA,aAAK,WAAW,IAAI;AAEpB,YAAI,OAAO,KAAK,QAAQ,CAAC,EAAE,oBAAoB;AAC7C,eAAK,QAAQ,iBAAgB;AAAA,QACvC,WAAmB,OAAO,KAAK,QAAQ,CAAC,EAAE,oBAAoB;AACpD,eAAK,QAAQ,iBAAgB;AAAA,QACvC,OAAe;AACL,eAAK,QAAQ,iBAAgB;AAAA,QAC9B;AAED,aAAK,UAAU;AAAA,MACvB,OAAa;AACL,aAAK,UAAU;AAEf,YAAI,OAAO,KAAK,cAAc,WAAW;AACvC,eAAK,QAAQ,iBAAgB;AAAA,QACvC,OAAe;AACL,eAAK,QAAQ,iBAAgB;AAAA,QAC9B;AAAA,MACF;AAAA,IACF;AAAA,IAED,KAAK,eAAe;AAGlB,WAAK,gBAAgB;AAIrB,WAAK,gBAAgB,cAAc,kBAAkB,SAAY,KAAK,MAAM,cAAc,aAAa,IAAI;AAC3G,oBAAc,gBAAgB,KAAK;AACnC,WAAK,WAAW,cAAc,aAAa,SAAY,cAAc,WAAW;AAChF,oBAAc,WAAW,KAAK;AAC9B,WAAK,eAAe,cAAc,iBAAiB,SAAY,KAAK,MAAM,cAAc,YAAY,IAAI;AACxG,oBAAc,eAAe,KAAK;AAClC,WAAK,qBACH,cAAc,uBAAuB,SAAY,KAAK,MAAM,cAAc,kBAAkB,IAAI;AAClG,oBAAc,qBAAqB,KAAK;AACxC,WAAK,uBACH,cAAc,yBAAyB,SAAY,cAAc,uBAAuB;AAC1F,oBAAc,uBAAuB,KAAK;AAC1C,WAAK,cAAc,cAAc,gBAAgB,SAAY,cAAc,cAAc;AACzF,oBAAc,cAAc,KAAK;AAGjC,UAAI,cAAc,oBAAoB,QAAW;AAC/C,aAAK,kBAAkB,cAAc;AACrC,aAAK,gBAAgB,cAAc;AAEnC,YAAI,cAAc,cAAc,QAAW;AACzC,eAAK,cAAc,QAAQ,cAAc,SAAS;AAAA,QACnD;AAAA,MACT,OAAa;AACL,aAAK,kBAAkB,iBAAgB,sBAAuB;AAC9D,aAAK,gBAAgB;AAAA,MACtB;AAGD,UAAI,cAAc,2BAA2B,QAAW;AACtD,aAAK,yBAAyB,cAAc;AAAA,MACpD,OAAa;AACL,aAAK,qCAAsC;AAE3C,YAAI,cAAc,qBAAqB,QAAW;AAChD,eAAK,mBAAmB,cAAc;AAAA,QACvC;AAAA,MACF;AAID,WAAK,QAAQ,iBAAgB;AAE7B,WAAK,aAAa,KAAK,KAAK,IAAI,KAAK,IAAI,KAAK,cAAc,KAAK,IAAI,GAAG,KAAK,qBAAqB,CAAC,CAAC,CAAC;AACrG,oBAAc,aAAa,KAAK;AAEhC,WAAK,iBAAiB,KAAK,KAAK,KAAK;AAErC,WAAK,UAAU,CAAE;AAEjB,eAAS,IAAI,GAAG,IAAI,KAAK,YAAY,KAAK;AACxC,aAAK,QAAQ,KAAK,KAAK,aAAY,CAAE;AAAA,MACtC;AAED,WAAK,cAAc,CAAE;AAErB,eAAS,IAAI,GAAG,IAAI,KAAK,gBAAgB,KAAK;AAC5C,aAAK,YAAY,KAAK,KAAK,cAAa,CAAE;AAAA,MAC3C;AAED,WAAK,OAAO;AACZ,WAAK,eAAe;AACpB,WAAK,yBAAyB;AAC9B,WAAK,gCAAgC,KAAK,cACtC,KAAK,gCACL,KAAK;AACT,WAAK,aAAa;AAClB,WAAK,gBAAgB;AACrB,WAAK,sBAAsB;AAC3B,WAAK,mBAAmB;AACxB,WAAK,oBAAoB;AAEzB,WAAK,gBAAgB;AACrB,WAAK,eAAe;AACpB,WAAK,oBAAoB;AACzB,WAAK,sBAAsB;AAC3B,WAAK,WAAW;AAChB,WAAK,MAAM;AACX,WAAK,UAAU;AACf,WAAK,oBAAoB;AACzB,WAAK,eAAe;AAEpB,WAAK,WAAW,IAAIC,0BAAa,KAAK,aAAa;AACnD,WAAK,WAAW,IAAIA,0BAAa,KAAK,aAAa;AACnD,WAAK,WAAW,IAAIA,0BAAa,KAAK,aAAa;AAGnD,WAAK,WAAW,IAAID,cAAS;AAC7B,WAAK,eAAe,IAAIA,cAAS;AACjC,WAAK,OAAO,IAAIA,cAAS;AACzB,WAAK,OAAO,IAAIA,cAAS;AACzB,WAAK,YAAY,IAAIA,cAAS;AAC9B,WAAK,eAAe,IAAIA,cAAS;AACjC,WAAK,SAAS,IAAIA,cAAS;AAC3B,WAAK,OAAO,IAAIA,cAAS;AACzB,WAAK,SAAS,IAAIA,cAAS;AAAA,IAC5B;AAAA,IAED,aAAa;AACX,YAAM,+BAA+B,KAAK,KAAK;AAE/C,YAAM,WAAW,KAAK,+BAA+B,KAAK,KAAK;AAC/D,YAAM,aAAa,KAAK,+BAA+B,KAAK;AAE5D,WAAK,WAAW,IAAI,aAAa,WAAW,CAAC;AAC7C,WAAK,UAAU,IAAI,YAAY,UAAU;AAEzC,UAAI,KAAK,aAAa;AACpB,aAAK,MAAM,IAAI,aAAa,WAAW,CAAC;AAAA,MACzC;AAGD,WAAK,SAAS,CAAC;AAEf,WAAK,SAAS,IAAIE,MAAAA,sBAAsB,KAAK,SAAS,CAAC,CAAC;AAExD,WAAK,oBAAoB,IAAIC,MAAAA,uBAAuB,KAAK,UAAU,CAAC;AACpE,WAAK,aAAa,YAAY,KAAK,iBAAiB;AAEpD,UAAI,KAAK,aAAa;AACpB,aAAK,eAAe,IAAIA,6BAAuB,IAAI,aAAa,KAAK,GAAG,GAAG,CAAC;AAC5E,aAAK,aAAa,MAAM,KAAK,YAAY;AAAA,MAC1C;AAED,UAAI,CAAC,KAAK,UAAU;AAClB,aAAK,MAAM,QAAQC,MAAgB;AACnC,aAAK,kBAAkB,QAAQA,MAAgB;AAE/C,YAAI,KAAK,aAAa;AACpB,eAAK,aAAa,QAAQA,MAAgB;AAAA,QAC3C;AAAA,MACF;AAGD,WAAK,WAAW,KAAK,kBAAkB;AACvC,WAAK,UAAU,KAAK,MAAM;AAE1B,UAAI,KAAK,aAAa;AACpB,aAAK,MAAM,KAAK,aAAa;AAAA,MAC9B;AAAA,IACF;AAAA,IAED,WAAW,MAAM;AACf,WAAK,SAAS,IAAI;AAElB,WAAK,UAAU,QAAQ,KAAK;AAE5B,WAAK,MAAM,cAAc;AAEzB,WAAK,kBAAkB,cAAc;AAErC,UAAI,KAAK,aAAa;AACpB,aAAK,aAAa,cAAc;AAAA,MACjC;AAAA,IACF;AAAA,IAED,SAAS,MAAM;AACb,YAAM,QAAQ;AAEd,WAAK,gBAAgB;AACrB,WAAK,eAAe;AACpB,WAAK,oBAAoB;AACzB,WAAK,sBAAsB;AAE3B,WAAK,WAAW,MAAM,SAAS,aAAa,SAAS;AACnD,cAAM,SAAS,MAAM;AAErB,YAAI,OAAO,OAAO,WAAW;AAG3B;AAAA,QACV,WAAmB,KAAK,cAAc,aAAa,MAAM,cAAc,aAAa,GAAG;AAG7E,gBAAM,YAAY,OAAO;AAEzB,gBAAM,uBAAuB,SAAS,KAAK;AAAA,QACrD,WAAmB,OAAO,OAAO,oBAAoB;AAC3C,cAAI,MAAM,gBAAgB,QAAQ,YAAY,OAAO,uBAAuB;AAG1E,kBAAM,YAAY,OAAO;AAEzB,kBAAM,uBAAuB,SAAS,KAAK;AAAA,UAC5C;AAAA,QACX,WAAmB,OAAO,OAAO,oBAAoB;AAG3C,gBAAM,YAAY,OAAO;AAEzB,gBAAM,uBAAuB,SAAS,KAAK;AAAA,QACrD,OAAe;AACL,cAAI,MAAM,gBAAgB,OAAO,sBAAsB,QAAQ,aAAa,IAAI,OAAO,sBAAsB;AAG3G,kBAAM,YAAY,OAAO;AAAA,UAC1B;AAED,gBAAM,uBAAuB,SAAS,KAAK;AAAA,QAC5C;AAAA,MACT,CAAO;AAAA,IACF;AAAA,IAED,eAAgC;AAC9B,aAAO,KAAK,QAAQ,KAAK,YAAY;AAAA,IACtC;AAAA,IAED,WAAW,QAAQ,eAAe;AAChC,aAAO,KAAK,KAAK,cAAc,YAAY;AAC3C,aAAO,KAAK,KAAK,cAAc,UAAU;AACzC,aAAO,IAAI,KAAK,cAAc,GAAG;AACjC,aAAO,IAAI,KAAK,cAAc,GAAG;AACjC,aAAO,UAAU,cAAc;AAC/B,aAAO,UAAU,cAAc;AAC/B,aAAO,YAAY,cAAc;AACjC,aAAO,YAAY,cAAc;AACjC,aAAO,YAAY,cAAc;AACjC,aAAO,YAAY,cAAc;AACjC,aAAO,eAAe,cAAc;AACpC,aAAO,wBAAwB,cAAc;AAC7C,aAAO,sBAAsB,cAAc;AAE3C,aAAO,gBAAgB,KAAK;AAC5B,aAAO,OAAO,cAAc,cAAc,SAAY,cAAc,YAAY;AAChF,aAAO,YAAY;AAAA,IACpB;AAAA,IAED,WAAW,MAAM,iBAAiB;AAChC,WAAK,OAAO;AACZ,WAAK,yBAAyB;AAC9B,WAAK,aAAa;AAGlB,WAAK,WAAW,KAAK,aAAY,GAAI,KAAK,aAAa;AAGvD,eAAS,cAAc,GAAG,cAAc,KAAK,YAAY,eAAe;AACtE,cAAM,SAAS,KAAK,QAAQ,WAAW;AACvC,aAAK,gBAAgB;AAErB,aAAK,gBAAgB,QAAQ,OAAO,IAAI;AAExC,eAAO,qBAAqBC,MAAS,UAAC,KAAK,OAAO,WAAW,OAAO,WAAW,OAAO,qBAAqB;AAC3G,eAAO,qBAAqBA,gBAAU,KAAK,OAAO,WAAW,OAAO,WAAW,IAAI,OAAO,mBAAmB;AAE7G,cAAM,UAAU,KAAK,gBAAgB;AACrC,eAAO,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AACvE,eAAO,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AAEvE,aAAK,gBAAgB,OAAO,OAAO,cAAc,OAAO,YAAY,OAAO;AAE3E,aAAK,sBAAsB;AAC3B,aAAK,mBAAmB;AAExB,cAAM,UAAU,KAAK,cAAe;AACpC,gBAAQ,YAAY;AACpB,gBAAQ,KAAK,KAAK,OAAO,IAAI;AAC7B,gBAAQ,KAAK,KAAK,OAAO,IAAI;AAC7B,gBAAQ,QAAQ,KAAK,OAAO,OAAO;AACnC,gBAAQ,QAAQ,KAAK,OAAO,OAAO;AACnC,gBAAQ,IAAI,KAAK,OAAO,GAAG;AAC3B,gBAAQ,IAAI,KAAK,OAAO,GAAG;AAC3B,gBAAQ,UAAU,OAAO;AACzB,gBAAQ,UAAU,OAAO;AACzB,gBAAQ,YAAY;AACpB,gBAAQ,YAAY;AACpB,gBAAQ,0BAA0B,IAAI,OAAO;AAE7C,aAAK,oBACF,KAAK,eAAe,KAAK,IAAI,KAAK,sBAAsB,OAAO,SAAS,KAAM,KAAK,OAAO;AAE7F,aAAK,oBAAoB,OAAO;AAAA,MACjC;AAED,WAAK,yBAAyB;AAC9B,WAAK,gBAAgB;AAAA,IACtB;AAAA,IAED,oBAAoB,SAAS;AAE3B,UAAI,QAAQ,aAAa,KAAK,cAAc,eAAe;AACzD,aAAK,uBAAuB,OAAO;AAEnC;AAAA,MACD;AAGD,WAAK,SAAS,WAAW,QAAQ,MAAM,QAAQ,IAAI;AACnD,UAAI,YAAY,KAAK,SAAS,OAAQ;AAEtC,UAAI,YAAY,MAAU;AACxB,aAAK,SAAS,IAAI,GAAG,GAAG,IAAI;AAC5B,oBAAY,KAAK,SAAS,OAAQ;AAAA,MACnC;AAED,YAAM,gBAAgB,QAAQ,UAAU,QAAQ,WAAW;AAC3D,YAAM,kBAAkB,QAAQ,YAAY,QAAQ,aAAa;AAEjE,YAAM,gBAAgB,KAAK,OAAO,KAAK,cAAc,YAAY,KAAK,IAAI,GAAG,QAAQ,SAAS;AAE9F,WAAK,UAAU,YAAY,QAAQ,MAAM,QAAQ,MAAM,GAAG;AAC1D,WAAK,aAAa,YAAY,QAAQ,SAAS,QAAQ,SAAS,GAAG;AACnE,YAAM,IAAI,KAAK;AAGf,WAAK,OAAO;AAAA,QACV,KAAK,SAAS,QAAQ,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,aAAa;AAAA,QAClD,KAAK,SAAS,QAAQ,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,aAAa;AAAA,QAClD,KAAK,SAAS,QAAQ,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,aAAa;AAAA,MACnD;AAED,WAAK,OAAO,eAAe,QAAQ,0BAA0B,SAAS;AACtE,WAAK,OAAO,IAAI,KAAK,SAAS;AAI9B,YAAM,cAAc,KAAK,cAAe;AACxC,kBAAY,KAAK,KAAK,QAAQ,IAAI;AAClC,kBAAY,KAAK,KAAK,KAAK,MAAM;AACjC,kBAAY,QAAQ,KAAK,QAAQ,OAAO;AACxC,kBAAY,QAAQ,KAAK,KAAK,YAAY;AAC1C,kBAAY,IAAI,KAAK,QAAQ,GAAG;AAChC,kBAAY,IAAI,KAAK,QAAQ,GAAG;AAChC,kBAAY,UAAU,QAAQ;AAC9B,kBAAY,UAAU;AACtB,kBAAY,YAAY,QAAQ;AAChC,kBAAY,YAAY;AACxB,kBAAY,0BAA0B,QAAQ,0BAA0B,KAAK,cAAc;AAC3F,kBAAY,YAAY,QAAQ,YAAY;AAE5C,YAAM,cAAc,KAAK,cAAe;AACxC,kBAAY,KAAK,KAAK,KAAK,MAAM;AACjC,kBAAY,KAAK,KAAK,QAAQ,IAAI;AAClC,kBAAY,QAAQ,KAAK,KAAK,YAAY;AAC1C,kBAAY,QAAQ,KAAK,QAAQ,OAAO;AACxC,WAAK,OAAO,aAAa,QAAQ,KAAK,KAAK,SAAS,WAAW;AAC/D,kBAAY,IAAI,aAAa,KAAK,UAAU,KAAK,MAAM,EAAE,UAAW;AACpE,kBAAY,IAAI,KAAK,QAAQ,GAAG;AAChC,kBAAY,UAAU;AACtB,kBAAY,UAAU,QAAQ;AAC9B,kBAAY,YAAY;AACxB,kBAAY,YAAY,QAAQ;AAChC,kBAAY,0BAA0B,QAAQ,0BAA0B,KAAK,cAAc;AAC3F,kBAAY,YAAY,QAAQ,YAAY;AAE5C,WAAK,oBAAoB,WAAW;AAEpC,WAAK,oBAAoB,WAAW;AAAA,IACrC;AAAA,IAED,YAAY,SAAS;AAGnB,WAAK,aAAa,WAAW,QAAQ,MAAM,QAAQ,IAAI,EAAE,UAAW;AAEpE,UAAI,KAAK,kBAAkB;AACzB,aAAK,8BAA8B,QAAQ,MAAM,QAAQ,KAAK,KAAK,cAAc,QAAQ,SAAS,CAAC;AAEnG,aAAK,mBAAmB;AAAA,MACzB;AAED,WAAK;AAAA,QACH,QAAQ;AAAA,QACR,QAAQ;AAAA,QACR,KAAK;AAAA,QACL,QAAQ;AAAA,QACR,QAAQ;AAAA,MACT;AAED,WAAK,iBAAkB;AAAA,IACxB;AAAA,IAED,iCAAiC,KAAK,IAAI,UAAU,QAAQ;AAG1D,WAAK,KAAK,aAAa,IAAI,QAAQ,EAAE,eAAe,SAAS,iBAAgB,QAAQ;AACrF,WAAK,KAAK,KAAK,EAAE,EAAE,eAAe,CAAC,SAAS,iBAAgB,QAAQ;AAEpE,YAAM,IAAI,KAAK;AACf,YAAM,IAAI,KAAK;AAEf,QAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,QAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,QAAE,KAAK,EAAE,EAAE,eAAe,MAAM,EAAE,IAAI,GAAG;AAEzC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,WAAK,iBAAiB;AAAA,IACvB;AAAA,IAED,8BAA8B,KAAK,IAAI,UAAU,QAAQ,GAAG;AAG1D,WAAK,KAAK,aAAa,IAAI,QAAQ,EAAE,eAAe,SAAS,iBAAgB,QAAQ;AACrF,WAAK,KAAK,KAAK,EAAE,EAAE,eAAe,CAAC,SAAS,iBAAgB,QAAQ;AAEpE,YAAM,IAAI,KAAK;AACf,YAAM,IAAI,KAAK;AACf,YAAM,KAAK,KAAK;AAEhB,QAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,SAAG,KAAK,qBAAqB,IAAI;AACjC,SAAG,KAAK,qBAAqB,IAAI;AAEjC,QAAE,KAAK,GAAG,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI;AAExC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,SAAG,KAAK,qBAAqB,IAAI;AACjC,SAAG,KAAK,qBAAqB,IAAI;AAEjC,QAAE,KAAK,EAAE,EAAE,eAAe,MAAM,EAAE,IAAI,GAAG;AAEzC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAChC,QAAE,KAAK,mBAAmB,IAAI,EAAE;AAEhC,SAAG,KAAK,qBAAqB,IAAI;AACjC,SAAG,KAAK,qBAAqB,IAAI;AAEjC,WAAK,iBAAiB;AAAA,IACvB;AAAA,IAED,iBAAiB,QAAoB;AACnC,YAAM,UAAU,KAAK;AACrB,eAAS,KAAK,gBAAgB;AAE9B,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AACxC,cAAQ,KAAK,cAAc,IAAI,SAAS;AAAA,IACzC;AAAA,IAED,uCAAuC;AACrC,YAAM,UAAU,KAAK,gBAAgB;AAErC,WAAK,yBAAyB,SAAU,SAAS,iBAAiB;AAGhE,cAAM,SAAS,gBAAgB;AAE/B,cAAM,SAAS,gBAAgB,cAAc;AAC7C,cAAM,YAAY,gBAAgB,cAAc;AAEhD,cAAM,SACJ,gBAAgB,cAAc,aAAa,OAAO,aAAa,IAC3D,CAAC,QAAS,IAAG,SACbA,MAAAA,UAAU,KAAK,OAAO,WAAW,OAAO,oBAAoB,QAAQ,SAAS,IAAI,QAAO,IAAK;AAEnG,cAAM,QAAQ,gBAAgB,OAAO;AACrC,cAAM,eAAe,KAAK,MAAM,QAAQ,MAAM;AAE9C,cAAM,kBAAkB,aAAa,eAAe;AAEpD,cAAM,WAAW,QAAQ,UAAU,YAAY;AAE/C,YAAI,cAAc;AAElB,YAAI,UAAU;AACZ,wBAAc,gBAAgB;AAAA,QAE/B;AAED,YACE,OAAO,YAAY,gBAAgB,sBACnC,gBAAgB,aAAa,gBAAgB,cAC7C,QAAS,IAAG,aACZ;AACA,gBAAM,cAAc,gBAAgB,aAAc;AAElD,gBAAM,aAAa,gBAAgB,gBAAgB,QAAS;AAC5D,sBAAY,OAAO;AACnB,0BAAgB,gBAAgB,QAAQ,eAAe;AAEvD,sBAAY,YAAY,OAAO,YAAY;AAC3C,sBAAY,gBAAgB,KAAK,IAAI,GAAG,OAAO,gBAAgB,CAAC;AAEhE,sBAAY,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AAC5E,sBAAY,QAAQ,IAAI,QAAS,GAAE,QAAS,GAAE,QAAS,CAAA,EAAE,eAAe,GAAI;AAC5E,sBAAY,IAAI,KAAK,OAAO,GAAG;AAC/B,sBAAY,IAAI,KAAK,OAAO,GAAG;AAC/B,sBAAY,UAAU,QAAQ,UAAU,gBAAgB,cAAc;AACtE,sBAAY,UAAU,KAAK;AAAA,YACzB,gBAAgB,cAAc;AAAA,YAC9B,QAAQ,UAAU,gBAAgB,cAAc;AAAA,UACjD;AAED,sBAAY,YAAY,SAAS,eAAe;AAChD,sBAAY,YAAY,YAAY,YAAY,SAAS;AAEzD,cAAI,CAAC,gBAAgB,cAAc,aAAa,OAAO,aAAa,GAAG;AACrE,wBAAY,YAAY,KAAK,IAAI,YAAY,WAAW,OAAO,SAAS;AACxE,wBAAY,YAAY,KAAK,IAAI,YAAY,WAAW,OAAO,SAAS;AAAA,UACzE;AAED,sBAAY,YAAY,OAAO,YAAY;AAC3C,sBAAY,YAAY,OAAO;AAC/B,sBAAY,eAAe,OAAO;AAClC,sBAAY,wBAAwB,OAAO;AAC3C,sBAAY,sBAAsB,OAAO;AAEzC,0BAAgB,iBAAiB,SAAS,QAAQ,aAAa,eAAe;AAE9E,0BAAgB,gBAAgB,QAAQ,UAAU;AAAA,QACnD;AAAA,MACF;AAED,YAAM,UAAU,IAAIL,cAAS;AAC7B,YAAM,cAAc,IAAIA,cAAS;AACjC,YAAM,WAAW,IAAIA,cAAS;AAC9B,YAAM,SAAS,IAAIA,cAAS;AAE5B,WAAK,mBAAmB,SAAU,SAAS,cAAc,aAAa,iBAAiB;AAIrF,wBAAgB,uBAAuB,SAAS,cAAc,aAAa,KAAK,KAAK,GAAG;AAAA,MACzF;AAED,WAAK,qBAAqB,SACxB,SACA,cACA,aACA,cACA,iBACA,oBACA;AAGA,oBAAY,KAAK,KAAK,QAAQ,IAAI;AAElC,gBAAQ,WAAW,aAAa,MAAM,aAAa,IAAI;AACvD,oBAAY,KAAK,OAAO,EAAE,UAAW;AACrC,gBAAQ,eAAe,QAAQ,aAAa,IAAI,QAAQ,cAAc,YAAY,aAAa;AAC/F,cAAM,SAAS,QAAQ,OAAQ;AAC/B,iBAAS,aAAa,aAAa,KAAK,WAAW;AACnD,cAAM,QAAQ,IAAI,KAAK,KAAK,QAAS;AACrC,iBAAS,eAAe,KAAK,IAAI,KAAK,CAAC;AACvC,eAAO,KAAK,aAAa,GAAG,EAAE,eAAe,KAAK,IAAI,KAAK,CAAC;AAE5D,oBAAY,KACT,KAAK,QAAQ,EACb,IAAI,MAAM,EACV,eAAe,SAAS,mBAAmB,qBAAqB,QAAO,KAAM,IAAI,oBAAoB,EACrG,IAAI,OAAO,EACX,IAAI,aAAa,IAAI;AAAA,MACzB;AAED,WAAK,yBAAyB,SAC5B,SACA,cACA,aACA,cACA,iBACA,oBACA;AAGA,oBAAY,KAAK,KAAK,QAAQ,IAAI;AAElC,gBAAQ,WAAW,aAAa,MAAM,aAAa,IAAI;AACvD,oBAAY,KAAK,OAAO,EAAE,UAAW;AACrC,gBAAQ,eAAe,QAAQ,aAAa,IAAI,QAAQ,eAAe,IAAI,QAAS,IAAG,KAAK,aAAa;AACzG,cAAM,SAAS,QAAQ,OAAQ;AAC/B,iBAAS,aAAa,aAAa,KAAK,WAAW;AACnD,cAAM,QAAQ,IAAI,KAAK,KAAK,QAAS;AACrC,iBAAS,eAAe,KAAK,IAAI,KAAK,CAAC;AACvC,eAAO,KAAK,aAAa,GAAG,EAAE,eAAe,KAAK,IAAI,KAAK,CAAC;AAE5D,oBAAY,KACT,KAAK,QAAQ,EACb,IAAI,MAAM,EACV,eAAe,SAAS,mBAAmB,qBAAqB,QAAO,KAAM,IAAI,oBAAoB,EACrG,IAAI,OAAO,EACX,IAAI,aAAa,IAAI;AAAA,MACzB;AAAA,IACF;AAAA,IAED,eAAe;AACb,aAAO;AAAA,QACL,MAAM;AAAA,QACN,eAAe;AAAA,QACf,WAAW;AAAA,QACX,MAAM,IAAIA,MAAAA,QAAS;AAAA,QACnB,MAAM,IAAIA,MAAAA,QAAS;AAAA,QACnB,SAAS,IAAIA,MAAAA,QAAS;AAAA,QACtB,SAAS,IAAIA,MAAAA,QAAS;AAAA,QACtB,KAAK,IAAIA,MAAAA,QAAS;AAAA,QAClB,KAAK,IAAIA,MAAAA,QAAS;AAAA,QAClB,SAAS;AAAA,QACT,SAAS;AAAA,QACT,WAAW;AAAA,QACX,WAAW;AAAA,QACX,WAAW;AAAA,QACX,WAAW;AAAA,QACX,cAAc;AAAA,QACd,uBAAuB;AAAA,QACvB,qBAAqB;AAAA,QACrB,oBAAoB;AAAA,QACpB,oBAAoB;AAAA,MACrB;AAAA,IACF;AAAA,IAED,gBAAgB;AACd,aAAO;AAAA,QACL,WAAW;AAAA,QACX,MAAM,IAAIA,MAAAA,QAAS;AAAA,QACnB,MAAM,IAAIA,MAAAA,QAAS;AAAA,QACnB,SAAS,IAAIA,MAAAA,QAAS;AAAA,QACtB,SAAS,IAAIA,MAAAA,QAAS;AAAA,QACtB,KAAK,IAAIA,MAAAA,QAAS;AAAA,QAClB,KAAK,IAAIA,MAAAA,QAAS;AAAA,QAClB,SAAS;AAAA,QACT,SAAS;AAAA,QACT,WAAW;AAAA,QACX,WAAW;AAAA,QACX,yBAAyB;AAAA,MAC1B;AAAA,IACF;AAAA,IAED,gBAAgB;AACd,aAAO,KAAK,YAAY,KAAK,qBAAqB;AAAA,IACnD;AAAA,IAED,KAAK,QAAQ;AACX,YAAM,KAAK,MAAM;AAEjB,WAAK,KAAK,iBAAgB,eAAe,CAAA,GAAI,OAAO,aAAa,CAAC;AAElE,aAAO;AAAA,IACR;AAAA,IAED,QAAQ;AACN,aAAO,IAAI,KAAK,YAAY,iBAAgB,eAAe,IAAI,KAAK,aAAa,CAAC;AAAA,IACnF;AAAA,EACF;AA3yBD,MAAMM,mBAAN;AAEE;AAAA,gBAFIA,kBAEG,mBAAkB;AACzB,gBAHIA,kBAGG,cAAa;AACpB,gBAJIA,kBAIG,mBAAkB;AACzB,gBALIA,kBAKG,cAAa;AACpB,gBANIA,kBAMG,iBAAgB;AACvB,gBAPIA,kBAOG,oBAAmB;AAE1B,gBATIA,kBASG,YAAW,KAAK,IAAK,KAAK,KAAK,KAAM,GAAG;AAC/C,gBAVIA,kBAUG,YAAW,KAAK,IAAK,KAAK,KAAK,KAAM,GAAG;AAmyBjD,SAAOA;AACT,GAAC;;"}
|