vibeeditor-render 0.3.2 → 0.4.0

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.
@@ -0,0 +1 @@
1
+ {"version":3,"file":"805.bundle.js","mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;;;;;;;;;;;;;ACrvDA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;;;;;AClIA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AA2BA;;;AChvBA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;ACr2BA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;AC34BA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;AC9uCA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;;;;;;;;ACnnBA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;ACtNA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;ACxIA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;ACp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yBA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA","sources":["./node_modules/three/src/constants.js","./node_modules/three/src/core/EventDispatcher.js","./node_modules/three/src/math/MathUtils.js","./node_modules/three/src/math/Vector2.js","./node_modules/three/src/math/Quaternion.js","./node_modules/three/src/math/Vector3.js","./node_modules/three/src/math/Matrix3.js","./node_modules/three/src/math/ColorManagement.js","./node_modules/three/src/extras/ImageUtils.js","./node_modules/three/src/textures/TextureSource.js","./node_modules/three/src/textures/Texture.js","./node_modules/three/src/utils.js"],"sourcesContent":["export const REVISION = '186';\n\n/**\n * Represents mouse buttons and interaction types in context of controls.\n *\n * @type {ConstantsMouse}\n * @constant\n */\nexport const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\n\n/**\n * Represents touch interaction types in context of controls.\n *\n * @type {ConstantsTouch}\n * @constant\n */\nexport const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\n\n/**\n * Disables face culling.\n *\n * @type {number}\n * @constant\n */\nexport const CullFaceNone = 0;\n\n/**\n * Culls back faces.\n *\n * @type {number}\n * @constant\n */\nexport const CullFaceBack = 1;\n\n/**\n * Culls front faces.\n *\n * @type {number}\n * @constant\n */\nexport const CullFaceFront = 2;\n\n/**\n * Culls both front and back faces.\n *\n * @type {number}\n * @constant\n */\nexport const CullFaceFrontBack = 3;\n\n/**\n * Gives unfiltered shadow maps - fastest, but lowest quality.\n *\n * @type {number}\n * @constant\n */\nexport const BasicShadowMap = 0;\n\n/**\n * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.\n *\n * @type {number}\n * @constant\n */\nexport const PCFShadowMap = 1;\n\n/**\n * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with\n * better soft shadows especially when using low-resolution shadow maps.\n *\n * @type {number}\n * @constant\n * @deprecated since r186. Use `PCFShadowMap` instead.\n */\nexport const PCFSoftShadowMap = 2;\n\n/**\n * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.\n * When using VSMShadowMap all shadow receivers will also cast shadows.\n *\n * @type {number}\n * @constant\n */\nexport const VSMShadowMap = 3;\n\n/**\n * Only front faces are rendered.\n *\n * @type {number}\n * @constant\n */\nexport const FrontSide = 0;\n\n/**\n * Only back faces are rendered.\n *\n * @type {number}\n * @constant\n */\nexport const BackSide = 1;\n\n/**\n * Both front and back faces are rendered.\n *\n * @type {number}\n * @constant\n */\nexport const DoubleSide = 2;\n\n/**\n * No blending is performed which effectively disables\n * alpha transparency.\n *\n * @type {number}\n * @constant\n */\nexport const NoBlending = 0;\n\n/**\n * The default blending.\n *\n * @type {number}\n * @constant\n */\nexport const NormalBlending = 1;\n\n/**\n * Represents additive blending.\n *\n * @type {number}\n * @constant\n */\nexport const AdditiveBlending = 2;\n\n/**\n * Represents subtractive blending.\n *\n * @type {number}\n * @constant\n */\nexport const SubtractiveBlending = 3;\n\n/**\n * Represents multiply blending.\n *\n * @type {number}\n * @constant\n */\nexport const MultiplyBlending = 4;\n\n/**\n * Represents custom blending.\n *\n * @type {number}\n * @constant\n */\nexport const CustomBlending = 5;\n\n/**\n * Represents material blending.\n *\n * @type {number}\n * @constant\n */\nexport const MaterialBlending = 6;\n\n/**\n * A `source + destination` blending equation.\n *\n * @type {number}\n * @constant\n */\nexport const AddEquation = 100;\n\n/**\n * A `source - destination` blending equation.\n *\n * @type {number}\n * @constant\n */\nexport const SubtractEquation = 101;\n\n/**\n * A `destination - source` blending equation.\n *\n * @type {number}\n * @constant\n */\nexport const ReverseSubtractEquation = 102;\n\n/**\n * A blend equation that uses the minimum of source and destination.\n *\n * @type {number}\n * @constant\n */\nexport const MinEquation = 103;\n\n/**\n * A blend equation that uses the maximum of source and destination.\n *\n * @type {number}\n * @constant\n */\nexport const MaxEquation = 104;\n\n/**\n * Multiplies all colors by `0`.\n *\n * @type {number}\n * @constant\n */\nexport const ZeroFactor = 200;\n\n/**\n * Multiplies all colors by `1`.\n *\n * @type {number}\n * @constant\n */\nexport const OneFactor = 201;\n\n/**\n * Multiplies all colors by the source colors.\n *\n * @type {number}\n * @constant\n */\nexport const SrcColorFactor = 202;\n\n/**\n * Multiplies all colors by `1` minus each source color.\n *\n * @type {number}\n * @constant\n */\nexport const OneMinusSrcColorFactor = 203;\n\n/**\n * Multiplies all colors by the source alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const SrcAlphaFactor = 204;\n\n/**\n * Multiplies all colors by 1 minus the source alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const OneMinusSrcAlphaFactor = 205;\n\n/**\n * Multiplies all colors by the destination alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const DstAlphaFactor = 206;\n\n/**\n * Multiplies all colors by `1` minus the destination alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const OneMinusDstAlphaFactor = 207;\n\n/**\n * Multiplies all colors by the destination color.\n *\n * @type {number}\n * @constant\n */\nexport const DstColorFactor = 208;\n\n/**\n * Multiplies all colors by `1` minus each destination color.\n *\n * @type {number}\n * @constant\n */\nexport const OneMinusDstColorFactor = 209;\n\n/**\n * Multiplies the RGB colors by the smaller of either the source alpha\n * value or the value of `1` minus the destination alpha value. The alpha\n * value is multiplied by `1`.\n *\n * @type {number}\n * @constant\n */\nexport const SrcAlphaSaturateFactor = 210;\n\n/**\n * Multiplies all colors by a constant color.\n *\n * @type {number}\n * @constant\n */\nexport const ConstantColorFactor = 211;\n\n/**\n * Multiplies all colors by `1` minus a constant color.\n *\n * @type {number}\n * @constant\n */\nexport const OneMinusConstantColorFactor = 212;\n\n/**\n * Multiplies all colors by a constant alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const ConstantAlphaFactor = 213;\n\n/**\n * Multiplies all colors by 1 minus a constant alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const OneMinusConstantAlphaFactor = 214;\n\n/**\n * Never pass.\n *\n * @type {number}\n * @constant\n */\nexport const NeverDepth = 0;\n\n/**\n * Always pass.\n *\n * @type {number}\n * @constant\n */\nexport const AlwaysDepth = 1;\n\n/**\n * Pass if the incoming value is less than the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nexport const LessDepth = 2;\n\n/**\n * Pass if the incoming value is less than or equal to the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nexport const LessEqualDepth = 3;\n\n/**\n * Pass if the incoming value equals the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nexport const EqualDepth = 4;\n\n/**\n * Pass if the incoming value is greater than or equal to the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nexport const GreaterEqualDepth = 5;\n\n/**\n * Pass if the incoming value is greater than the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nexport const GreaterDepth = 6;\n\n/**\n * Pass if the incoming value is not equal to the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nexport const NotEqualDepth = 7;\n\n/**\n * Multiplies the environment map color with the surface color.\n *\n * @type {number}\n * @constant\n */\nexport const MultiplyOperation = 0;\n\n/**\n * Uses reflectivity to blend between the two colors.\n *\n * @type {number}\n * @constant\n */\nexport const MixOperation = 1;\n\n/**\n * Adds the two colors.\n *\n * @type {number}\n * @constant\n */\nexport const AddOperation = 2;\n\n/**\n * No tone mapping is applied.\n *\n * @type {number}\n * @constant\n */\nexport const NoToneMapping = 0;\n\n/**\n * Linear tone mapping.\n *\n * @type {number}\n * @constant\n */\nexport const LinearToneMapping = 1;\n\n/**\n * Reinhard tone mapping.\n *\n * @type {number}\n * @constant\n */\nexport const ReinhardToneMapping = 2;\n\n/**\n * Cineon tone mapping.\n *\n * @type {number}\n * @constant\n */\nexport const CineonToneMapping = 3;\n\n/**\n * ACES Filmic tone mapping.\n *\n * @type {number}\n * @constant\n */\nexport const ACESFilmicToneMapping = 4;\n\n/**\n * Custom tone mapping.\n *\n * Expects a custom implementation by modifying shader code of the material's fragment shader.\n *\n * @type {number}\n * @constant\n */\nexport const CustomToneMapping = 5;\n\n/**\n * AgX tone mapping.\n *\n * @type {number}\n * @constant\n */\nexport const AgXToneMapping = 6;\n\n/**\n * Neutral tone mapping.\n *\n * Implementation based on the Khronos 3D Commerce Group standard tone mapping.\n *\n * @type {number}\n * @constant\n */\nexport const NeutralToneMapping = 7;\n\n/**\n * The skinned mesh shares the same world space as the skeleton.\n *\n * @type {string}\n * @constant\n */\nexport const AttachedBindMode = 'attached';\n\n/**\n * The skinned mesh does not share the same world space as the skeleton.\n * This is useful when a skeleton is shared across multiple skinned meshes.\n *\n * @type {string}\n * @constant\n */\nexport const DetachedBindMode = 'detached';\n\n/**\n * Maps textures using the geometry's UV coordinates.\n *\n * @type {number}\n * @constant\n */\nexport const UVMapping = 300;\n\n/**\n * Reflection mapping for cube textures.\n *\n * @type {number}\n * @constant\n */\nexport const CubeReflectionMapping = 301;\n\n/**\n * Refraction mapping for cube textures.\n *\n * @type {number}\n * @constant\n */\nexport const CubeRefractionMapping = 302;\n\n/**\n * Reflection mapping for equirectangular textures.\n *\n * @type {number}\n * @constant\n */\nexport const EquirectangularReflectionMapping = 303;\n\n/**\n * Refraction mapping for equirectangular textures.\n *\n * @type {number}\n * @constant\n */\nexport const EquirectangularRefractionMapping = 304;\n\n/**\n * Reflection mapping for PMREM textures.\n *\n * @type {number}\n * @constant\n */\nexport const CubeUVReflectionMapping = 306;\n\n/**\n * The texture will simply repeat to infinity.\n *\n * @type {number}\n * @constant\n */\nexport const RepeatWrapping = 1000;\n\n/**\n * The last pixel of the texture stretches to the edge of the mesh.\n *\n * @type {number}\n * @constant\n */\nexport const ClampToEdgeWrapping = 1001;\n\n/**\n * The texture will repeats to infinity, mirroring on each repeat.\n *\n * @type {number}\n * @constant\n */\nexport const MirroredRepeatWrapping = 1002;\n\n/**\n * Returns the value of the texture element that is nearest (in Manhattan distance)\n * to the specified texture coordinates.\n *\n * @type {number}\n * @constant\n */\nexport const NearestFilter = 1003;\n\n/**\n * Chooses the mipmap that most closely matches the size of the pixel being textured\n * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)\n * to produce a texture value.\n *\n * @type {number}\n * @constant\n */\nexport const NearestMipmapNearestFilter = 1004;\nexport const NearestMipMapNearestFilter = 1004; // legacy\n\n/**\n * Chooses the two mipmaps that most closely match the size of the pixel being textured and\n * uses the `NearestFilter` criterion to produce a texture value from each mipmap.\n * The final texture value is a weighted average of those two values.\n *\n * @type {number}\n * @constant\n */\nexport const NearestMipmapLinearFilter = 1005;\nexport const NearestMipMapLinearFilter = 1005; // legacy\n\n/**\n * Returns the weighted average of the four texture elements that are closest to the specified\n * texture coordinates, and can include items wrapped or repeated from other parts of a texture,\n * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.\n *\n * @type {number}\n * @constant\n */\nexport const LinearFilter = 1006;\n\n/**\n * Chooses the mipmap that most closely matches the size of the pixel being textured and uses\n * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the\n * center of the pixel) to produce a texture value.\n *\n * @type {number}\n * @constant\n */\nexport const LinearMipmapNearestFilter = 1007;\nexport const LinearMipMapNearestFilter = 1007; // legacy\n\n/**\n * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses\n * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value\n * is a weighted average of those two values.\n *\n * @type {number}\n * @constant\n */\nexport const LinearMipmapLinearFilter = 1008;\nexport const LinearMipMapLinearFilter = 1008; // legacy\n\n/**\n * An unsigned byte data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedByteType = 1009;\n\n/**\n * A byte data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const ByteType = 1010;\n\n/**\n * A short data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const ShortType = 1011;\n\n/**\n * An unsigned short data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedShortType = 1012;\n\n/**\n * An int data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const IntType = 1013;\n\n/**\n * An unsigned int data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedIntType = 1014;\n\n/**\n * A float data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const FloatType = 1015;\n\n/**\n * A half float data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const HalfFloatType = 1016;\n\n/**\n * An unsigned short 4_4_4_4 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedShort4444Type = 1017;\n\n/**\n * An unsigned short 5_5_5_1 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedShort5551Type = 1018;\n\n/**\n * An unsigned int 24_8 data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedInt248Type = 1020;\n\n/**\n * An unsigned int 5_9_9_9 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedInt5999Type = 35902;\n\n/**\n * An unsigned int 10_11_11 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nexport const UnsignedInt101111Type = 35899;\n\n/**\n * Discards the red, green and blue components and reads just the alpha component.\n *\n * @type {number}\n * @constant\n */\nexport const AlphaFormat = 1021;\n\n/**\n * Discards the alpha component and reads the red, green and blue component.\n *\n * @type {number}\n * @constant\n */\nexport const RGBFormat = 1022;\n\n/**\n * Reads the red, green, blue and alpha components.\n *\n * @type {number}\n * @constant\n */\nexport const RGBAFormat = 1023;\n\n/**\n * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.\n *\n * @type {number}\n * @constant\n */\nexport const DepthFormat = 1026;\n\n/**\n * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as\n * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.\n *\n * @type {number}\n * @constant\n */\nexport const DepthStencilFormat = 1027;\n\n/**\n * Discards the green, blue and alpha components and reads just the red component.\n *\n * @type {number}\n * @constant\n */\nexport const RedFormat = 1028;\n\n/**\n * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nexport const RedIntegerFormat = 1029;\n\n/**\n * Discards the alpha, and blue components and reads the red, and green components.\n *\n * @type {number}\n * @constant\n */\nexport const RGFormat = 1030;\n\n/**\n * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nexport const RGIntegerFormat = 1031;\n\n/**\n * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nexport const RGBIntegerFormat = 1032;\n\n/**\n * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nexport const RGBAIntegerFormat = 1033;\n\n/**\n * A DXT1-compressed image in an RGB image format.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_S3TC_DXT1_Format = 33776;\n\n/**\n * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_S3TC_DXT1_Format = 33777;\n\n/**\n * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_S3TC_DXT3_Format = 33778;\n\n/**\n * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3\n * compression in how the alpha compression is done.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_S3TC_DXT5_Format = 33779;\n\n/**\n * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_PVRTC_4BPPV1_Format = 35840;\n\n/**\n * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_PVRTC_2BPPV1_Format = 35841;\n\n/**\n * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_PVRTC_4BPPV1_Format = 35842;\n\n/**\n * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_PVRTC_2BPPV1_Format = 35843;\n\n/**\n * ETC1 RGB format.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_ETC1_Format = 36196;\n\n/**\n * ETC2 RGB format.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_ETC2_Format = 37492;\n\n/**\n * ETC2 RGBA format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ETC2_EAC_Format = 37496;\n\n/**\n * EAC R11 UNORM format.\n *\n * @type {number}\n * @constant\n */\nexport const R11_EAC_Format = 37488; // 0x9270\n\n/**\n * EAC R11 SNORM format.\n *\n * @type {number}\n * @constant\n */\nexport const SIGNED_R11_EAC_Format = 37489; // 0x9271\n\n/**\n * EAC RG11 UNORM format.\n *\n * @type {number}\n * @constant\n */\nexport const RG11_EAC_Format = 37490; // 0x9272\n\n/**\n * EAC RG11 SNORM format.\n *\n * @type {number}\n * @constant\n */\nexport const SIGNED_RG11_EAC_Format = 37491; // 0x9273\n\n/**\n * ASTC RGBA 4x4 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_4x4_Format = 37808;\n\n/**\n * ASTC RGBA 5x4 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_5x4_Format = 37809;\n\n/**\n * ASTC RGBA 5x5 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_5x5_Format = 37810;\n\n/**\n * ASTC RGBA 6x5 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_6x5_Format = 37811;\n\n/**\n * ASTC RGBA 6x6 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_6x6_Format = 37812;\n\n/**\n * ASTC RGBA 8x5 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_8x5_Format = 37813;\n\n/**\n * ASTC RGBA 8x6 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_8x6_Format = 37814;\n\n/**\n * ASTC RGBA 8x8 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_8x8_Format = 37815;\n\n/**\n * ASTC RGBA 10x5 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_10x5_Format = 37816;\n\n/**\n * ASTC RGBA 10x6 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_10x6_Format = 37817;\n\n/**\n * ASTC RGBA 10x8 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_10x8_Format = 37818;\n\n/**\n * ASTC RGBA 10x10 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_10x10_Format = 37819;\n\n/**\n * ASTC RGBA 12x10 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_12x10_Format = 37820;\n\n/**\n * ASTC RGBA 12x12 format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_ASTC_12x12_Format = 37821;\n\n/**\n * BPTC RGBA format.\n *\n * @type {number}\n * @constant\n */\nexport const RGBA_BPTC_Format = 36492;\n\n/**\n * BPTC Signed RGB format.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_BPTC_SIGNED_Format = 36494;\n\n/**\n * BPTC Unsigned RGB format.\n *\n * @type {number}\n * @constant\n */\nexport const RGB_BPTC_UNSIGNED_Format = 36495;\n\n/**\n * RGTC1 Red format.\n *\n * @type {number}\n * @constant\n */\nexport const RED_RGTC1_Format = 36283;\n\n/**\n * RGTC1 Signed Red format.\n *\n * @type {number}\n * @constant\n */\nexport const SIGNED_RED_RGTC1_Format = 36284;\n\n/**\n * RGTC2 Red Green format.\n *\n * @type {number}\n * @constant\n */\nexport const RED_GREEN_RGTC2_Format = 36285;\n\n/**\n * RGTC2 Signed Red Green format.\n *\n * @type {number}\n * @constant\n */\nexport const SIGNED_RED_GREEN_RGTC2_Format = 36286;\n\n/**\n * Animations are played once.\n *\n * @type {number}\n * @constant\n */\nexport const LoopOnce = 2200;\n\n/**\n * Animations are played with a chosen number of repetitions, each time jumping from\n * the end of the clip directly to its beginning.\n *\n * @type {number}\n * @constant\n */\nexport const LoopRepeat = 2201;\n\n/**\n * Animations are played with a chosen number of repetitions, alternately playing forward\n * and backward.\n *\n * @type {number}\n * @constant\n */\nexport const LoopPingPong = 2202;\n\n/**\n * Discrete interpolation mode for keyframe tracks.\n *\n * @type {number}\n * @constant\n */\nexport const InterpolateDiscrete = 2300;\n\n/**\n * Linear interpolation mode for keyframe tracks.\n *\n * @type {number}\n * @constant\n */\nexport const InterpolateLinear = 2301;\n\n/**\n * Smooth interpolation mode for keyframe tracks.\n *\n * @type {number}\n * @constant\n */\nexport const InterpolateSmooth = 2302;\n\n/**\n * Bezier interpolation mode for keyframe tracks.\n *\n * Uses cubic Bezier curves with explicit 2D control points.\n * Requires tangent data to be set on the track.\n *\n * @type {number}\n * @constant\n */\nexport const InterpolateBezier = 2303;\n\n/**\n * Zero curvature ending for animations.\n *\n * @type {number}\n * @constant\n */\nexport const ZeroCurvatureEnding = 2400;\n\n/**\n * Zero slope ending for animations.\n *\n * @type {number}\n * @constant\n */\nexport const ZeroSlopeEnding = 2401;\n\n/**\n * Wrap around ending for animations.\n *\n * @type {number}\n * @constant\n */\nexport const WrapAroundEnding = 2402;\n\n/**\n * Default animation blend mode.\n *\n * @type {number}\n * @constant\n */\nexport const NormalAnimationBlendMode = 2500;\n\n/**\n * Additive animation blend mode. Can be used to layer motions on top of\n * each other to build complex performances from smaller re-usable assets.\n *\n * @type {number}\n * @constant\n */\nexport const AdditiveAnimationBlendMode = 2501;\n\n/**\n * For every three vertices draw a single triangle.\n *\n * @type {number}\n * @constant\n */\nexport const TrianglesDrawMode = 0;\n\n/**\n * For each vertex draw a triangle from the last three vertices.\n *\n * @type {number}\n * @constant\n */\nexport const TriangleStripDrawMode = 1;\n\n/**\n * For each vertex draw a triangle from the first vertex and the last two vertices.\n *\n * @type {number}\n * @constant\n */\nexport const TriangleFanDrawMode = 2;\n\n/**\n * The depth value is inverted (1.0 - z) for visualization purposes.\n *\n * @type {number}\n * @constant\n */\nexport const BasicDepthPacking = 3200;\n\n/**\n * The depth value is packed into 32 bit RGBA.\n *\n * @type {number}\n * @constant\n */\nexport const RGBADepthPacking = 3201;\n\n/**\n * The depth value is packed into 24 bit RGB.\n *\n * @type {number}\n * @constant\n */\nexport const RGBDepthPacking = 3202;\n\n/**\n * The depth value is packed into 16 bit RG.\n *\n * @type {number}\n * @constant\n */\nexport const RGDepthPacking = 3203;\n\n/**\n * Normal information is relative to the underlying surface.\n *\n * @type {number}\n * @constant\n */\nexport const TangentSpaceNormalMap = 0;\n\n/**\n * Normal information is relative to the object orientation.\n *\n * @type {number}\n * @constant\n */\nexport const ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\n\n/**\n * No color space.\n *\n * @type {string}\n * @constant\n */\nexport const NoColorSpace = '';\n\n/**\n * sRGB color space.\n *\n * @type {string}\n * @constant\n */\nexport const SRGBColorSpace = 'srgb';\n\n/**\n * sRGB-linear color space.\n *\n * @type {string}\n * @constant\n */\nexport const LinearSRGBColorSpace = 'srgb-linear';\n\n/**\n * Linear transfer function.\n *\n * @type {string}\n * @constant\n */\nexport const LinearTransfer = 'linear';\n\n/**\n * sRGB transfer function.\n *\n * @type {string}\n * @constant\n */\nexport const SRGBTransfer = 'srgb';\n\n/**\n * No normal map packing.\n *\n * @type {string}\n * @constant\n */\nexport const NoNormalPacking = '';\n\n/**\n * Normal RG packing.\n *\n * @type {string}\n * @constant\n */\nexport const NormalRGPacking = 'rg';\n\n/**\n * Normal GA packing.\n *\n * @type {string}\n * @constant\n */\nexport const NormalGAPacking = 'ga';\n\n/**\n * Sets the stencil buffer value to `0`.\n *\n * @type {number}\n * @constant\n */\nexport const ZeroStencilOp = 0;\n\n/**\n * Keeps the current value.\n *\n * @type {number}\n * @constant\n */\nexport const KeepStencilOp = 7680;\n\n/**\n * Sets the stencil buffer value to the specified reference value.\n *\n * @type {number}\n * @constant\n */\nexport const ReplaceStencilOp = 7681;\n\n/**\n * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.\n *\n * @type {number}\n * @constant\n */\nexport const IncrementStencilOp = 7682;\n\n/**\n * Decrements the current stencil buffer value. Clamps to `0`.\n *\n * @type {number}\n * @constant\n */\nexport const DecrementStencilOp = 7683;\n\n/**\n * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing\n * the maximum representable unsigned value.\n *\n * @type {number}\n * @constant\n */\nexport const IncrementWrapStencilOp = 34055;\n\n/**\n * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable\n * unsigned value when decrementing a stencil buffer value of `0`.\n *\n * @type {number}\n * @constant\n */\nexport const DecrementWrapStencilOp = 34056;\n\n/**\n * Inverts the current stencil buffer value bitwise.\n *\n * @type {number}\n * @constant\n */\nexport const InvertStencilOp = 5386;\n\n/**\n * Will never return true.\n *\n * @type {number}\n * @constant\n */\nexport const NeverStencilFunc = 512;\n\n/**\n * Will return true if the stencil reference value is less than the current stencil value.\n *\n * @type {number}\n * @constant\n */\nexport const LessStencilFunc = 513;\n\n/**\n * Will return true if the stencil reference value is equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nexport const EqualStencilFunc = 514;\n\n/**\n * Will return true if the stencil reference value is less than or equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nexport const LessEqualStencilFunc = 515;\n\n/**\n * Will return true if the stencil reference value is greater than the current stencil value.\n *\n * @type {number}\n * @constant\n */\nexport const GreaterStencilFunc = 516;\n\n/**\n * Will return true if the stencil reference value is not equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nexport const NotEqualStencilFunc = 517;\n\n/**\n * Will return true if the stencil reference value is greater than or equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nexport const GreaterEqualStencilFunc = 518;\n\n/**\n * Will always return true.\n *\n * @type {number}\n * @constant\n */\nexport const AlwaysStencilFunc = 519;\n\n/**\n * Never pass.\n *\n * @type {number}\n * @constant\n */\nexport const NeverCompare = 512;\n\n/**\n * Pass if the incoming value is less than the texture value.\n *\n * @type {number}\n * @constant\n */\nexport const LessCompare = 513;\n\n/**\n * Pass if the incoming value equals the texture value.\n *\n * @type {number}\n * @constant\n */\nexport const EqualCompare = 514;\n\n/**\n * Pass if the incoming value is less than or equal to the texture value.\n *\n * @type {number}\n * @constant\n */\nexport const LessEqualCompare = 515;\n\n/**\n * Pass if the incoming value is greater than the texture value.\n *\n * @type {number}\n * @constant\n */\nexport const GreaterCompare = 516;\n\n/**\n * Pass if the incoming value is not equal to the texture value.\n *\n * @type {number}\n * @constant\n */\nexport const NotEqualCompare = 517;\n\n/**\n * Pass if the incoming value is greater than or equal to the texture value.\n *\n * @type {number}\n * @constant\n */\nexport const GreaterEqualCompare = 518;\n\n/**\n * Always pass.\n *\n * @type {number}\n * @constant\n */\nexport const AlwaysCompare = 519;\n\n/**\n * The contents are intended to be specified once by the application, and used many\n * times as the source for drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nexport const StaticDrawUsage = 35044;\n\n/**\n * The contents are intended to be respecified repeatedly by the application, and\n * used many times as the source for drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nexport const DynamicDrawUsage = 35048;\n\n/**\n * The contents are intended to be specified once by the application, and used at most\n * a few times as the source for drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nexport const StreamDrawUsage = 35040;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and queried\n * many times by the application.\n *\n * @type {number}\n * @constant\n */\nexport const StaticReadUsage = 35045;\n\n/**\n * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried\n * many times by the application.\n *\n * @type {number}\n * @constant\n */\nexport const DynamicReadUsage = 35049;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and queried at most\n * a few times by the application\n *\n * @type {number}\n * @constant\n */\nexport const StreamReadUsage = 35041;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and used many times as\n * the source for WebGL drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nexport const StaticCopyUsage = 35046;\n\n/**\n * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times\n * as the source for WebGL drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nexport const DynamicCopyUsage = 35050;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times\n * as the source for WebGL drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nexport const StreamCopyUsage = 35042;\n\n/**\n * GLSL 1 shader code.\n *\n * @type {string}\n * @constant\n */\nexport const GLSL1 = '100';\n\n/**\n * GLSL 3 shader code.\n *\n * @type {string}\n * @constant\n */\nexport const GLSL3 = '300 es';\n\n/**\n * WebGL coordinate system.\n *\n * @type {number}\n * @constant\n */\nexport const WebGLCoordinateSystem = 2000;\n\n/**\n * WebGPU coordinate system.\n *\n * @type {number}\n * @constant\n */\nexport const WebGPUCoordinateSystem = 2001;\n\n/**\n * Represents the different timestamp query types.\n *\n * @type {ConstantsTimestampQuery}\n * @constant\n */\nexport const TimestampQuery = {\n\tCOMPUTE: 'compute',\n\tRENDER: 'render'\n};\n\n/**\n * Represents mouse buttons and interaction types in context of controls.\n *\n * @type {ConstantsInterpolationSamplingType}\n * @constant\n */\nexport const InterpolationSamplingType = {\n\tPERSPECTIVE: 'perspective',\n\tLINEAR: 'linear',\n\tFLAT: 'flat'\n};\n\n/**\n * Represents the different interpolation sampling modes.\n *\n * @type {ConstantsInterpolationSamplingMode}\n * @constant\n */\nexport const InterpolationSamplingMode = {\n\tNORMAL: 'normal',\n\tCENTROID: 'centroid',\n\tSAMPLE: 'sample',\n\tFIRST: 'first',\n\tEITHER: 'either'\n};\n\n/**\n * Compatibility flags for features that may not be supported across all platforms.\n *\n * @type {Object}\n * @constant\n */\nexport const Compatibility = {\n\tTEXTURE_COMPARE: 'depthTextureCompare'\n};\n\n/**\n * Represents the refresh types of render objects.\n *\n * @type {ConstantsRenderObjectRefreshType}\n * @constant\n */\nexport const RenderObjectRefreshType = {\n\tNONE: 0,\n\tSHARED: 1,\n\tFULL: 2\n};\n\n/**\n * This type represents mouse buttons and interaction types in context of controls.\n *\n * @typedef {Object} ConstantsMouse\n * @property {number} MIDDLE - The left mouse button.\n * @property {number} LEFT - The middle mouse button.\n * @property {number} RIGHT - The right mouse button.\n * @property {number} ROTATE - A rotate interaction.\n * @property {number} DOLLY - A dolly interaction.\n * @property {number} PAN - A pan interaction.\n **/\n\n/**\n * This type represents touch interaction types in context of controls.\n *\n * @typedef {Object} ConstantsTouch\n * @property {number} ROTATE - A rotate interaction.\n * @property {number} PAN - A pan interaction.\n * @property {number} DOLLY_PAN - The dolly-pan interaction.\n * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.\n **/\n\n/**\n * This type represents the different timestamp query types.\n *\n * @typedef {Object} ConstantsTimestampQuery\n * @property {string} COMPUTE - A `compute` timestamp query.\n * @property {string} RENDER - A `render` timestamp query.\n **/\n\n/**\n * Represents the different interpolation sampling types.\n *\n * @typedef {Object} ConstantsInterpolationSamplingType\n * @property {string} PERSPECTIVE - Perspective-correct interpolation.\n * @property {string} LINEAR - Linear interpolation.\n * @property {string} FLAT - Flat interpolation.\n */\n\n/**\n * Represents the different interpolation sampling modes.\n *\n * @typedef {Object} ConstantsInterpolationSamplingMode\n * @property {string} NORMAL - Normal sampling mode.\n * @property {string} CENTROID - Centroid sampling mode.\n * @property {string} SAMPLE - Sample-specific sampling mode.\n * @property {string} FIRST - Flat interpolation using the first vertex.\n * @property {string} EITHER - Flat interpolation using either vertex.\n */\n\n/**\n * Represents the refresh types of render objects.\n *\n * @typedef {Object} ConstantsRenderObjectRefreshType\n * @property {number} NONE - No refresh required.\n * @property {number} SHARED - Only shared uniform buffers require an update.\n * @property {number} FULL - The render object requires a full refresh.\n */\n","/**\n * This modules allows to dispatch event objects on custom JavaScript objects.\n *\n * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)\n *\n * Code Example:\n * ```js\n * class Car extends EventDispatcher {\n * \tstart() {\n *\t\tthis.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );\n *\t}\n *};\n *\n * // Using events with the custom object\n * const car = new Car();\n * car.addEventListener( 'start', function ( event ) {\n * \talert( event.message );\n * } );\n *\n * car.start();\n * ```\n */\nclass EventDispatcher {\n\n\t/**\n\t * Adds the given event listener to the given event type.\n\t *\n\t * @param {string} type - The type of event to listen to.\n\t * @param {Function} listener - The function that gets called when the event is fired.\n\t */\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Returns `true` if the given event listener has been added to the given event type.\n\t *\n\t * @param {string} type - The type of event.\n\t * @param {Function} listener - The listener to check.\n\t * @return {boolean} Whether the given event listener has been added to the given event type.\n\t */\n\thasEventListener( type, listener ) {\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners === undefined ) return false;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\t/**\n\t * Removes the given event listener from the given event type.\n\t *\n\t * @param {string} type - The type of event.\n\t * @param {Function} listener - The listener to remove.\n\t */\n\tremoveEventListener( type, listener ) {\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners === undefined ) return;\n\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Dispatches an event object.\n\t *\n\t * @param {Object} event - The event that gets fired.\n\t */\n\tdispatchEvent( event ) {\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners === undefined ) return;\n\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\n\nexport { EventDispatcher };\n","import { warn } from '../utils.js';\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n/**\n * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)\n * (universally unique identifier).\n *\n * @return {string} The UUID.\n */\nfunction generateUUID() {\n\n\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\n/**\n * Clamps the given value between min and max.\n *\n * @param {number} value - The value to clamp.\n * @param {number} min - The min value.\n * @param {number} max - The max value.\n * @return {number} The clamped value.\n */\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n/**\n * Computes the Euclidean modulo of the given parameters that\n * is `( ( n % m ) + m ) % m`.\n *\n * @param {number} n - The first parameter.\n * @param {number} m - The second parameter.\n * @return {number} The Euclidean modulo.\n */\nfunction euclideanModulo( n, m ) {\n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n/**\n * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`\n * for the given value. `a2` must be greater than `a1`.\n *\n * @param {number} x - The value to be mapped.\n * @param {number} a1 - Minimum value for range A.\n * @param {number} a2 - Maximum value for range A.\n * @param {number} b1 - Minimum value for range B.\n * @param {number} b2 - Maximum value for range B.\n * @return {number} The mapped value.\n */\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n/**\n * Returns the percentage in the closed interval `[0, 1]` of the given value\n * between the start and end point.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} value - A value between start and end.\n * @return {number} The interpolation factor.\n */\nfunction inverseLerp( x, y, value ) {\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n/**\n * Returns a value linearly interpolated from two known points based on the given interval -\n * `t = 0` will return `x` and `t = 1` will return `y`.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {number} The interpolated value.\n */\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n/**\n * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta\n * time to maintain frame rate independent movement. For details, see\n * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).\n *\n * @param {number} x - The current point.\n * @param {number} y - The target point.\n * @param {number} lambda - A higher lambda value will make the movement more sudden,\n * and a lower value will make the movement more gradual.\n * @param {number} dt - Delta time in seconds.\n * @return {number} The interpolated value.\n */\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n/**\n * Returns a value that alternates between `0` and the given `length` parameter.\n *\n * @param {number} x - The value to pingpong.\n * @param {number} [length=1] - The positive value the function will pingpong to.\n * @return {number} The alternated value.\n */\nfunction pingpong( x, length = 1 ) {\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n/**\n * Returns a value in the range `[0,1]` that represents the percentage that `x` has\n * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to\n * the `min` and `max`.\n *\n * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.\n *\n * @param {number} x - The value to evaluate based on its position between `min` and `max`.\n * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.\n * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.\n * @return {number} The alternated value.\n */\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\n/**\n * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)\n * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.\n *\n * @param {number} x - The value to evaluate based on its position between `min` and `max`.\n * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.\n * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.\n * @return {number} The alternated value.\n */\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n/**\n * Returns a random integer from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random integer.\n */\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n/**\n * Returns a random float from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random float.\n */\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n/**\n * Returns a random integer from `<-range/2, range/2>` interval.\n *\n * @param {number} range - Defines the value range.\n * @return {number} A random float.\n */\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n/**\n * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n *\n * @param {number} [s] - The integer seed.\n * @return {number} A random float.\n */\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\n/**\n * Converts degrees to radians.\n *\n * @param {number} degrees - A value in degrees.\n * @return {number} The converted value in radians.\n */\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\n/**\n * Converts radians to degrees.\n *\n * @param {number} radians - A value in radians.\n * @return {number} The converted value in degrees.\n */\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\n/**\n * Returns `true` if the given integer is a power of two.\n *\n * @param {number} value - The value to check.\n * @return {boolean} Whether the given integer is a power of two or not.\n */\nfunction isPowerOfTwo( value ) {\n\n\treturn value > 0 && Number.isInteger( value ) && 2 ** Math.round( Math.log2( value ) ) === value;\n\n}\n\n/**\n * Returns the smallest power of two that is greater than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for. Must be greater than `0`.\n * @return {number} The smallest power of two that is greater than or equal to the given number.\n */\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\n/**\n * Returns the largest power of two that is less than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for. Must be greater than `0`.\n * @return {number} The largest power of two that is less than or equal to the given number.\n */\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\n/**\n * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)\n * defined by the given angles and order.\n *\n * Rotations are applied to the axes in the order specified by order:\n * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.\n *\n * @param {Quaternion} q - The quaternion to set.\n * @param {number} a - The rotation applied to the first axis, in radians.\n * @param {number} b - The rotation applied to the second axis, in radians.\n * @param {number} c - The rotation applied to the third axis, in radians.\n * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.\n */\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\twarn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\n/**\n * Denormalizes the given value according to the given typed array.\n *\n * @param {number} value - The value to denormalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The denormalize (float) value in the range `[0,1]`.\n */\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\t\tcase Uint8ClampedArray:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'THREE.MathUtils: Invalid component type.' );\n\n\t}\n\n}\n\n/**\n * Normalizes the given value according to the given typed array.\n *\n * @param {number} value - The float value in the range `[0,1]` to normalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The normalize value.\n */\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\t\tcase Uint8ClampedArray:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'THREE.MathUtils: Invalid component type.' );\n\n\t}\n\n}\n\n/**\n * @class\n * @classdesc A collection of math utility functions.\n * @hideconstructor\n */\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\t/**\n\t * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)\n\t * (universally unique identifier).\n\t *\n\t * @static\n\t * @method\n\t * @return {string} The UUID.\n\t */\n\tgenerateUUID: generateUUID,\n\t/**\n\t * Clamps the given value between min and max.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to clamp.\n\t * @param {number} min - The min value.\n\t * @param {number} max - The max value.\n\t * @return {number} The clamped value.\n\t */\n\tclamp: clamp,\n\t/**\n\t * Computes the Euclidean modulo of the given parameters that\n\t * is `( ( n % m ) + m ) % m`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} n - The first parameter.\n\t * @param {number} m - The second parameter.\n\t * @return {number} The Euclidean modulo.\n\t */\n\teuclideanModulo: euclideanModulo,\n\t/**\n\t * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`\n\t * for the given value.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to be mapped.\n\t * @param {number} a1 - Minimum value for range A.\n\t * @param {number} a2 - Maximum value for range A.\n\t * @param {number} b1 - Minimum value for range B.\n\t * @param {number} b2 - Maximum value for range B.\n\t * @return {number} The mapped value.\n\t */\n\tmapLinear: mapLinear,\n\t/**\n\t * Returns the percentage in the closed interval `[0, 1]` of the given value\n\t * between the start and end point.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The start point\n\t * @param {number} y - The end point.\n\t * @param {number} value - A value between start and end.\n\t * @return {number} The interpolation factor.\n\t */\n\tinverseLerp: inverseLerp,\n\t/**\n\t * Returns a value linearly interpolated from two known points based on the given interval -\n\t * `t = 0` will return `x` and `t = 1` will return `y`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The start point\n\t * @param {number} y - The end point.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {number} The interpolated value.\n\t */\n\tlerp: lerp,\n\t/**\n\t * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta\n\t * time to maintain frame rate independent movement. For details, see\n\t * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The current point.\n\t * @param {number} y - The target point.\n\t * @param {number} lambda - A higher lambda value will make the movement more sudden,\n\t * and a lower value will make the movement more gradual.\n\t * @param {number} dt - Delta time in seconds.\n\t * @return {number} The interpolated value.\n\t */\n\tdamp: damp,\n\t/**\n\t * Returns a value that alternates between `0` and the given `length` parameter.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to pingpong.\n\t * @param {number} [length=1] - The positive value the function will pingpong to.\n\t * @return {number} The alternated value.\n\t */\n\tpingpong: pingpong,\n\t/**\n\t * Returns a value in the range `[0,1]` that represents the percentage that `x` has\n\t * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to\n\t * the `min` and `max`.\n\t *\n\t * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to evaluate based on its position between min and max.\n\t * @param {number} min - The min value. Any x value below min will be `0`.\n\t * @param {number} max - The max value. Any x value above max will be `1`.\n\t * @return {number} The alternated value.\n\t */\n\tsmoothstep: smoothstep,\n\t/**\n\t * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)\n\t * that has zero 1st and 2nd order derivatives at x=0 and x=1.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} x - The value to evaluate based on its position between min and max.\n\t * @param {number} min - The min value. Any x value below min will be `0`.\n\t * @param {number} max - The max value. Any x value above max will be `1`.\n\t * @return {number} The alternated value.\n\t */\n\tsmootherstep: smootherstep,\n\t/**\n\t * Returns a random integer from `<low, high>` interval.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} low - The lower value boundary.\n\t * @param {number} high - The upper value boundary\n\t * @return {number} A random integer.\n\t */\n\trandInt: randInt,\n\t/**\n\t * Returns a random float from `<low, high>` interval.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} low - The lower value boundary.\n\t * @param {number} high - The upper value boundary\n\t * @return {number} A random float.\n\t */\n\trandFloat: randFloat,\n\t/**\n\t * Returns a random integer from `<-range/2, range/2>` interval.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} range - Defines the value range.\n\t * @return {number} A random float.\n\t */\n\trandFloatSpread: randFloatSpread,\n\t/**\n\t * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} [s] - The integer seed.\n\t * @return {number} A random float.\n\t */\n\tseededRandom: seededRandom,\n\t/**\n\t * Converts degrees to radians.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} degrees - A value in degrees.\n\t * @return {number} The converted value in radians.\n\t */\n\tdegToRad: degToRad,\n\t/**\n\t * Converts radians to degrees.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} radians - A value in radians.\n\t * @return {number} The converted value in degrees.\n\t */\n\tradToDeg: radToDeg,\n\t/**\n\t * Returns `true` if the given number is a power of two.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to check.\n\t * @return {boolean} Whether the given number is a power of two or not.\n\t */\n\tisPowerOfTwo: isPowerOfTwo,\n\t/**\n\t * Returns the smallest power of two that is greater than or equal to the given number.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to find a POT for.\n\t * @return {number} The smallest power of two that is greater than or equal to the given number.\n\t */\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\t/**\n\t * Returns the largest power of two that is less than or equal to the given number.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to find a POT for.\n\t * @return {number} The largest power of two that is less than or equal to the given number.\n\t */\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\t/**\n\t * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)\n\t * defined by the given angles and order.\n\t *\n\t * Rotations are applied to the axes in the order specified by order:\n\t * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.\n\t *\n\t * @static\n\t * @method\n\t * @param {Quaternion} q - The quaternion to set.\n\t * @param {number} a - The rotation applied to the first axis, in radians.\n\t * @param {number} b - The rotation applied to the second axis, in radians.\n\t * @param {number} c - The rotation applied to the third axis, in radians.\n\t * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.\n\t */\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\t/**\n\t * Normalizes the given value according to the given typed array.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The float value in the range `[0,1]` to normalize.\n\t * @param {TypedArray} array - The typed array that defines the data type of the value.\n\t * @return {number} The normalize value.\n\t */\n\tnormalize: normalize,\n\t/**\n\t * Denormalizes the given value according to the given typed array.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to denormalize.\n\t * @param {TypedArray} array - The typed array that defines the data type of the value.\n\t * @return {number} The denormalize (float) value in the range `[0,1]`.\n\t */\n\tdenormalize: denormalize\n};\n\nexport {\n\tDEG2RAD,\n\tRAD2DEG,\n\tgenerateUUID,\n\tclamp,\n\teuclideanModulo,\n\tmapLinear,\n\tinverseLerp,\n\tlerp,\n\tdamp,\n\tpingpong,\n\tsmoothstep,\n\tsmootherstep,\n\trandInt,\n\trandFloat,\n\trandFloatSpread,\n\tseededRandom,\n\tdegToRad,\n\tradToDeg,\n\tisPowerOfTwo,\n\tceilPowerOfTwo,\n\tfloorPowerOfTwo,\n\tsetQuaternionFromProperEuler,\n\tnormalize,\n\tdenormalize,\n\tMathUtils\n};\n","import { clamp } from './MathUtils.js';\n\n/**\n * Class representing a 2D vector. A 2D vector is an ordered pair of numbers\n * (labeled x and y), which can be used to represent a number of things, such as:\n *\n * - A point in 2D space (i.e. a position on a plane).\n * - A direction and length across a plane. In three.js the length will\n * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`\n * and the direction is also measured from `(0, 0)` towards `(x, y)`.\n * - Any arbitrary ordered pair of numbers.\n *\n * There are other things a 2D vector can be used to represent, such as\n * momentum vectors, complex numbers and so on, however these are the most\n * common uses in three.js.\n *\n * Iterating through a vector instance will yield its components `(x, y)` in\n * the corresponding order.\n * ```js\n * const a = new THREE.Vector2( 0, 1 );\n *\n * //no arguments; will be initialised to (0, 0)\n * const b = new THREE.Vector2( );\n *\n * const d = a.distanceTo( b );\n * ```\n */\nclass Vector2 {\n\n\tstatic {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tVector2.prototype.isVector2 = true;\n\n\t}\n\n\t/**\n\t * Constructs a new 2D vector.\n\t *\n\t * @param {number} [x=0] - The x value of this vector.\n\t * @param {number} [y=0] - The y value of this vector.\n\t */\n\tconstructor( x = 0, y = 0 ) {\n\n\t\t/**\n\t\t * The x value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.x = x;\n\n\t\t/**\n\t\t * The y value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.y = y;\n\n\t}\n\n\t/**\n\t * Alias for {@link Vector2#x}.\n\t *\n\t * @type {number}\n\t */\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\t/**\n\t * Alias for {@link Vector2#y}.\n\t *\n\t * @type {number}\n\t */\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\t/**\n\t * Sets the vector components.\n\t *\n\t * @param {number} x - The value of the x component.\n\t * @param {number} y - The value of the y component.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the same value.\n\t *\n\t * @param {number} scalar - The value to set for all vector components.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's x component to the given value\n\t *\n\t * @param {number} x - The value to set.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's y component to the given value\n\t *\n\t * @param {number} y - The value to set.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Allows to set a vector component with an index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n\t * @param {number} value - The value to set.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'THREE.Vector2: index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns the value of the vector component which matches the given index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n\t * @return {number} A vector component value.\n\t */\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'THREE.Vector2: index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Returns a new vector with copied values from this instance.\n\t *\n\t * @return {Vector2} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\t/**\n\t * Copies the values of the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to copy.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to add.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given scalar value to all components of this instance.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector2} a - The first vector.\n\t * @param {Vector2} b - The second vector.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vector scaled by the given factor to this instance.\n\t *\n\t * @param {Vector2} v - The vector.\n\t * @param {number} s - The factor that scales `v`.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given vector from this instance.\n\t *\n\t * @param {Vector2} v - The vector to subtract.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given scalar value from all components of this instance.\n\t *\n\t * @param {number} s - The scalar to subtract.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector2} a - The first vector.\n\t * @param {Vector2} b - The second vector.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given vector with this instance.\n\t *\n\t * @param {Vector2} v - The vector to multiply.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given scalar value with all components of this instance.\n\t *\n\t * @param {number} scalar - The scalar to multiply.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Divides this instance by the given vector.\n\t *\n\t * @param {Vector2} v - The vector to divide.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Divides this vector by the given scalar.\n\t *\n\t * @param {number} scalar - The scalar to divide.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\t/**\n\t * Multiplies this vector (with an implicit 1 as the 3rd component) by\n\t * the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix to apply.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x or y value is greater than the given vector's x or y\n\t * value, replace that value with the corresponding min value.\n\t *\n\t * @param {Vector2} v - The vector.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x or y value is less than the given vector's x or y\n\t * value, replace that value with the corresponding max value.\n\t *\n\t * @param {Vector2} v - The vector.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x or y value is greater than the max vector's x or y\n\t * value, it is replaced by the corresponding value.\n\t * If this vector's x or y value is less than the min vector's x or y value,\n\t * it is replaced by the corresponding value.\n\t *\n\t * @param {Vector2} min - The minimum x and y values.\n\t * @param {Vector2} max - The maximum x and y values in the desired range.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = clamp( this.x, min.x, max.x );\n\t\tthis.y = clamp( this.y, min.y, max.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x or y values are greater than the max value, they are\n\t * replaced by the max value.\n\t * If this vector's x or y values are less than the min value, they are\n\t * replaced by the min value.\n\t *\n\t * @param {number} minVal - The minimum value the components will be clamped to.\n\t * @param {number} maxVal - The maximum value the components will be clamped to.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = clamp( this.x, minVal, maxVal );\n\t\tthis.y = clamp( this.y, minVal, maxVal );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's length is greater than the max value, it is replaced by\n\t * the max value.\n\t * If this vector's length is less than the min value, it is replaced by the\n\t * min value.\n\t *\n\t * @param {number} min - The minimum value the vector length will be clamped to.\n\t * @param {number} max - The maximum value the vector length will be clamped to.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded down to the nearest integer value.\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded up to the nearest integer value.\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded to the nearest integer value\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded towards zero (up if negative,\n\t * down if positive) to an integer value.\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Inverts this vector - i.e. sets x = -x and y = -y.\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the dot product of the given vector with this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\t/**\n\t * Calculates the cross product of the given vector with this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the cross product with.\n\t * @return {number} The result of the cross product.\n\t */\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\t/**\n\t * Computes the square of the Euclidean length (straight-line length) from\n\t * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should\n\t * compare the length squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @return {number} The square length of this vector.\n\t */\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\t/**\n\t * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).\n\t *\n\t * @return {number} The length of this vector.\n\t */\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\t/**\n\t * Computes the Manhattan length of this vector.\n\t *\n\t * @return {number} The length of this vector.\n\t */\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\t/**\n\t * Converts this vector to a unit vector - that is, sets it equal to a vector\n\t * with the same direction as this one, but with a vector length of `1`.\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\t/**\n\t * Computes the angle in radians of this vector with respect to the positive x-axis.\n\t *\n\t * @return {number} The angle in radians.\n\t */\n\tangle() {\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\t/**\n\t * Returns the angle between the given vector and this instance in radians.\n\t *\n\t * @param {Vector2} v - The vector to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\t/**\n\t * Computes the distance from the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the distance to.\n\t * @return {number} The distance.\n\t */\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\t/**\n\t * Computes the squared distance from the given vector to this instance.\n\t * If you are just comparing the distance with another distance, you should compare\n\t * the distance squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @param {Vector2} v - The vector to compute the squared distance to.\n\t * @return {number} The squared distance.\n\t */\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\t/**\n\t * Computes the Manhattan distance from the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the Manhattan distance to.\n\t * @return {number} The Manhattan distance.\n\t */\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\t/**\n\t * Sets this vector to a vector with the same direction as this one, but\n\t * with the specified length.\n\t *\n\t * @param {number} length - The new length of this vector.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\t/**\n\t * Linearly interpolates between the given vector and this instance, where\n\t * alpha is the percent distance along the line - alpha = 0 will be this\n\t * vector, and alpha = 1 will be the given one.\n\t *\n\t * @param {Vector2} v - The vector to interpolate towards.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Linearly interpolates between the given vectors, where alpha is the percent\n\t * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n\t * be the second one. The result is stored in this instance.\n\t *\n\t * @param {Vector2} v1 - The first vector.\n\t * @param {Vector2} v2 - The second vector.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns `true` if this vector is equal with the given one.\n\t *\n\t * @param {Vector2} v - The vector to test for equality.\n\t * @return {boolean} Whether this vector is equal with the given one.\n\t */\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\t/**\n\t * Sets this vector's x value to be `array[ offset ]` and y\n\t * value to be `array[ offset + 1 ]`.\n\t *\n\t * @param {Array<number>} array - An array holding the vector component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Writes the components of this vector to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the vector components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The vector components.\n\t */\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\t/**\n\t * Sets the components of this vector from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Rotates this vector around the given center by the given angle.\n\t *\n\t * @param {Vector2} center - The point around which to rotate.\n\t * @param {number} angle - The angle to rotate, in radians.\n\t * @return {Vector2} A reference to this vector.\n\t */\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets each component of this vector to a pseudo-random value between `0` and\n\t * `1`, excluding `1`.\n\t *\n\t * @return {Vector2} A reference to this vector.\n\t */\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nexport { Vector2 };\n","import { clamp } from './MathUtils.js';\nimport { warn } from '../utils.js';\n\n/**\n * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.\n *\n * Iterating through a vector instance will yield its components `(x, y, z, w)` in\n * the corresponding order.\n *\n * Note that three.js expects Quaternions to be normalized.\n * ```js\n * const quaternion = new THREE.Quaternion();\n * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );\n *\n * const vector = new THREE.Vector3( 1, 0, 0 );\n * vector.applyQuaternion( quaternion );\n * ```\n */\nclass Quaternion {\n\n\t/**\n\t * Constructs a new quaternion.\n\t *\n\t * @param {number} [x=0] - The x value of this quaternion.\n\t * @param {number} [y=0] - The y value of this quaternion.\n\t * @param {number} [z=0] - The z value of this quaternion.\n\t * @param {number} [w=1] - The w value of this quaternion.\n\t */\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\t/**\n\t * Interpolates between two quaternions via SLERP. This implementation assumes the\n\t * quaternion data are managed in flat arrays.\n\t *\n\t * @param {Array<number>} dst - The destination array.\n\t * @param {number} dstOffset - An offset into the destination array.\n\t * @param {Array<number>} src0 - The source array of the first quaternion.\n\t * @param {number} srcOffset0 - An offset into the first source array.\n\t * @param {Array<number>} src1 - The source array of the second quaternion.\n\t * @param {number} srcOffset1 - An offset into the second source array.\n\t * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.\n\t * @see {@link Quaternion#slerp}\n\t */\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tlet x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;\n\n\t\t\tif ( dot < 0 ) {\n\n\t\t\t\tx1 = - x1;\n\t\t\t\ty1 = - y1;\n\t\t\t\tz1 = - z1;\n\t\t\t\tw1 = - w1;\n\n\t\t\t\tdot = - dot;\n\n\t\t\t}\n\n\t\t\tlet s = 1 - t;\n\n\t\t\tif ( dot < 0.9995 ) {\n\n\t\t\t\t// slerp\n\n\t\t\t\tconst theta = Math.acos( dot );\n\t\t\t\tconst sin = Math.sin( theta );\n\n\t\t\t\ts = Math.sin( s * theta ) / sin;\n\t\t\t\tt = Math.sin( t * theta ) / sin;\n\n\t\t\t\tx0 = x0 * s + x1 * t;\n\t\t\t\ty0 = y0 * s + y1 * t;\n\t\t\t\tz0 = z0 * s + z1 * t;\n\t\t\t\tw0 = w0 * s + w1 * t;\n\n\t\t\t} else {\n\n\t\t\t\t// for small angles, lerp then normalize\n\n\t\t\t\tx0 = x0 * s + x1 * t;\n\t\t\t\ty0 = y0 * s + y1 * t;\n\t\t\t\tz0 = z0 * s + z1 * t;\n\t\t\t\tw0 = w0 * s + w1 * t;\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\t/**\n\t * Multiplies two quaternions. This implementation assumes the quaternion data are managed\n\t * in flat arrays.\n\t *\n\t * @param {Array<number>} dst - The destination array.\n\t * @param {number} dstOffset - An offset into the destination array.\n\t * @param {Array<number>} src0 - The source array of the first quaternion.\n\t * @param {number} srcOffset0 - An offset into the first source array.\n\t * @param {Array<number>} src1 - The source array of the second quaternion.\n\t * @param {number} srcOffset1 - An offset into the second source array.\n\t * @return {Array<number>} The destination array.\n\t * @see {@link Quaternion#multiplyQuaternions}.\n\t */\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\t/**\n\t * The x value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * The y value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * The z value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * The w value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 1\n\t */\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\t/**\n\t * Sets the quaternion components.\n\t *\n\t * @param {number} x - The x value of this quaternion.\n\t * @param {number} y - The y value of this quaternion.\n\t * @param {number} z - The z value of this quaternion.\n\t * @param {number} w - The w value of this quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns a new quaternion with copied values from this instance.\n\t *\n\t * @return {Quaternion} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\t/**\n\t * Copies the values of the given quaternion to this instance.\n\t *\n\t * @param {Quaternion} quaternion - The quaternion to copy.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion from the rotation specified by the given\n\t * Euler angles.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\twarn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion from the given axis and angle.\n\t *\n\t * @param {Vector3} axis - The normalized axis.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion from the given rotation matrix.\n\t *\n\t * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromRotationMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion to the rotation required to rotate the direction vector\n\t * `vFrom` to the direction vector `vTo`.\n\t *\n\t * @param {Vector3} vFrom - The first (normalized) direction vector.\n\t * @param {Vector3} vTo - The second (normalized) direction vector.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < 1e-8 ) { // the epsilon value has been discussed in #31286\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\t/**\n\t * Returns the angle between this quaternion and the given one in radians.\n\t *\n\t * @param {Quaternion} q - The quaternion to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\t/**\n\t * Rotates this quaternion by a given angular step to the given quaternion.\n\t * The method ensures that the final quaternion will not overshoot `q`.\n\t *\n\t * @param {Quaternion} q - The target quaternion.\n\t * @param {number} step - The angular step in radians.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this quaternion to the identity quaternion; that is, to the\n\t * quaternion that represents \"no rotation\".\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\t/**\n\t * Inverts this quaternion via {@link Quaternion#conjugate}. The\n\t * quaternion is assumed to have unit length.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tinvert() {\n\n\t\treturn this.conjugate();\n\n\t}\n\n\t/**\n\t * Returns the rotational conjugate of this quaternion. The conjugate of a\n\t * quaternion represents the same rotation in the opposite direction about\n\t * the rotational axis.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the dot product of this quaternion and the given one.\n\t *\n\t * @param {Quaternion} v - The quaternion to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\t/**\n\t * Computes the squared Euclidean length (straight-line length) of this quaternion,\n\t * considered as a 4 dimensional vector. This can be useful if you are comparing the\n\t * lengths of two quaternions, as this is a slightly more efficient calculation than\n\t * {@link Quaternion#length}.\n\t *\n\t * @return {number} The squared Euclidean length.\n\t */\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\t/**\n\t * Computes the Euclidean length (straight-line length) of this quaternion,\n\t * considered as a 4 dimensional vector.\n\t *\n\t * @return {number} The Euclidean length.\n\t */\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\t/**\n\t * Normalizes this quaternion - that is, calculated the quaternion that performs\n\t * the same rotation as this one, but has a length equal to `1`.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies this quaternion by the given one.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\t/**\n\t * Pre-multiplies this quaternion by the given one.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\t/**\n\t * Multiplies the given quaternions and stores the result in this instance.\n\t *\n\t * @param {Quaternion} a - The first quaternion.\n\t * @param {Quaternion} b - The second quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tmultiplyQuaternions( a, b ) {\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Performs a spherical linear interpolation between this quaternion and the target quaternion.\n\t *\n\t * @param {Quaternion} qb - The target quaternion.\n\t * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tslerp( qb, t ) {\n\n\t\tlet x = qb._x, y = qb._y, z = qb._z, w = qb._w;\n\n\t\tlet dot = this.dot( qb );\n\n\t\tif ( dot < 0 ) {\n\n\t\t\tx = - x;\n\t\t\ty = - y;\n\t\t\tz = - z;\n\t\t\tw = - w;\n\n\t\t\tdot = - dot;\n\n\t\t}\n\n\t\tlet s = 1 - t;\n\n\t\tif ( dot < 0.9995 ) {\n\n\t\t\t// slerp\n\n\t\t\tconst theta = Math.acos( dot );\n\t\t\tconst sin = Math.sin( theta );\n\n\t\t\ts = Math.sin( s * theta ) / sin;\n\t\t\tt = Math.sin( t * theta ) / sin;\n\n\t\t\tthis._x = this._x * s + x * t;\n\t\t\tthis._y = this._y * s + y * t;\n\t\t\tthis._z = this._z * s + z * t;\n\t\t\tthis._w = this._w * s + w * t;\n\n\t\t\tthis._onChangeCallback();\n\n\t\t} else {\n\n\t\t\t// for small angles, lerp then normalize\n\n\t\t\tthis._x = this._x * s + x * t;\n\t\t\tthis._y = this._y * s + y * t;\n\t\t\tthis._z = this._z * s + z * t;\n\t\t\tthis._w = this._w * s + w * t;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Performs a spherical linear interpolation between the given quaternions\n\t * and stores the result in this quaternion.\n\t *\n\t * @param {Quaternion} qa - The source quaternion.\n\t * @param {Quaternion} qb - The target quaternion.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\t/**\n\t * Sets this quaternion to a uniformly random, normalized quaternion.\n\t *\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\trandom() {\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\t/**\n\t * Returns `true` if this quaternion is equal with the given one.\n\t *\n\t * @param {Quaternion} quaternion - The quaternion to test for equality.\n\t * @return {boolean} Whether this quaternion is equal with the given one.\n\t */\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\t/**\n\t * Sets this quaternion's components from the given array.\n\t *\n\t * @param {Array<number>} array - An array holding the quaternion component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Writes the components of this quaternion to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the quaternion components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The quaternion components.\n\t */\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\t/**\n\t * Sets the components of this quaternion from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * This methods defines the serialization result of this class. Returns the\n\t * numerical elements of this quaternion in an array of format `[x, y, z, w]`.\n\t *\n\t * @return {Array<number>} The serialized quaternion.\n\t */\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nexport { Quaternion };\n","import { clamp } from './MathUtils.js';\nimport { Quaternion } from './Quaternion.js';\n\n/**\n * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers\n * (labeled x, y and z), which can be used to represent a number of things, such as:\n *\n * - A point in 3D space.\n * - A direction and length in 3D space. In three.js the length will\n * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`\n * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.\n * - Any arbitrary ordered triplet of numbers.\n *\n * There are other things a 3D vector can be used to represent, such as\n * momentum vectors and so on, however these are the most\n * common uses in three.js.\n *\n * Iterating through a vector instance will yield its components `(x, y, z)` in\n * the corresponding order.\n * ```js\n * const a = new THREE.Vector3( 0, 1, 0 );\n *\n * //no arguments; will be initialised to (0, 0, 0)\n * const b = new THREE.Vector3( );\n *\n * const d = a.distanceTo( b );\n * ```\n */\nclass Vector3 {\n\n\tstatic {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tVector3.prototype.isVector3 = true;\n\n\t}\n\n\t/**\n\t * Constructs a new 3D vector.\n\t *\n\t * @param {number} [x=0] - The x value of this vector.\n\t * @param {number} [y=0] - The y value of this vector.\n\t * @param {number} [z=0] - The z value of this vector.\n\t */\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\t/**\n\t\t * The x value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.x = x;\n\n\t\t/**\n\t\t * The y value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.y = y;\n\n\t\t/**\n\t\t * The z value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */\n\t\tthis.z = z;\n\n\t}\n\n\t/**\n\t * Sets the vector components.\n\t *\n\t * @param {number} x - The value of the x component.\n\t * @param {number} y - The value of the y component.\n\t * @param {number} z - The value of the z component.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the same value.\n\t *\n\t * @param {number} scalar - The value to set for all vector components.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's x component to the given value.\n\t *\n\t * @param {number} x - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's y component to the given value.\n\t *\n\t * @param {number} y - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector's z component to the given value.\n\t *\n\t * @param {number} z - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Allows to set a vector component with an index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n\t * @param {number} value - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'THREE.Vector3: index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns the value of the vector component which matches the given index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n\t * @return {number} A vector component value.\n\t */\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'THREE.Vector3: index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Returns a new vector with copied values from this instance.\n\t *\n\t * @return {Vector3} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\t/**\n\t * Copies the values of the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to copy.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to add.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given scalar value to all components of this instance.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Adds the given vector scaled by the given factor to this instance.\n\t *\n\t * @param {Vector3|Vector4} v - The vector.\n\t * @param {number} s - The factor that scales `v`.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given vector from this instance.\n\t *\n\t * @param {Vector3} v - The vector to subtract.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given scalar value from all components of this instance.\n\t *\n\t * @param {number} s - The scalar to subtract.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Subtracts the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to multiply.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given scalar value with all components of this instance.\n\t *\n\t * @param {number} scalar - The scalar to multiply.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Applies the given Euler rotation to this vector.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\t/**\n\t * Applies a rotation specified by an axis and an angle to this vector.\n\t *\n\t * @param {Vector3} axis - A normalized vector representing the rotation axis.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\t/**\n\t * Multiplies this vector with the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies this vector by the given normal matrix and normalizes\n\t * the result.\n\t *\n\t * @param {Matrix3} m - The normal matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\t/**\n\t * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and\n\t * divides by perspective.\n\t *\n\t * @param {Matrix4} m - The matrix to apply.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Applies the given Quaternion to this vector.\n\t *\n\t * @param {Quaternion} q - The Quaternion.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Projects this vector from world space into the camera's normalized\n\t * device coordinate (NDC) space.\n\t *\n\t * @param {Camera} camera - The camera.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\t/**\n\t * Unprojects this vector from the camera's normalized device coordinate (NDC)\n\t * space into world space.\n\t *\n\t * @param {Camera} camera - The camera.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\t/**\n\t * Transforms this vector by the upper left 3x3 sub-matrix of the given 4x4 matrix,\n\t * and normalizes the result.\n\t *\n\t * @param {Matrix4} m - The matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\t/**\n\t * Divides this instance by the given vector.\n\t *\n\t * @param {Vector3} v - The vector to divide.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Divides this vector by the given scalar.\n\t *\n\t * @param {number} scalar - The scalar to divide.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z value is greater than the given vector's x, y or z\n\t * value, replace that value with the corresponding min value.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z value is less than the given vector's x, y or z\n\t * value, replace that value with the corresponding max value.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z value is greater than the max vector's x, y or z\n\t * value, it is replaced by the corresponding value.\n\t * If this vector's x, y or z value is less than the min vector's x, y or z value,\n\t * it is replaced by the corresponding value.\n\t *\n\t * @param {Vector3} min - The minimum x, y and z values.\n\t * @param {Vector3} max - The maximum x, y and z values in the desired range.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = clamp( this.x, min.x, max.x );\n\t\tthis.y = clamp( this.y, min.y, max.y );\n\t\tthis.z = clamp( this.z, min.z, max.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's x, y or z values are greater than the max value, they are\n\t * replaced by the max value.\n\t * If this vector's x, y or z values are less than the min value, they are\n\t * replaced by the min value.\n\t *\n\t * @param {number} minVal - The minimum value the components will be clamped to.\n\t * @param {number} maxVal - The maximum value the components will be clamped to.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = clamp( this.x, minVal, maxVal );\n\t\tthis.y = clamp( this.y, minVal, maxVal );\n\t\tthis.z = clamp( this.z, minVal, maxVal );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * If this vector's length is greater than the max value, it is replaced by\n\t * the max value.\n\t * If this vector's length is less than the min value, it is replaced by the\n\t * min value.\n\t *\n\t * @param {number} min - The minimum value the vector length will be clamped to.\n\t * @param {number} max - The maximum value the vector length will be clamped to.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded down to the nearest integer value.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded up to the nearest integer value.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded to the nearest integer value\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * The components of this vector are rounded towards zero (up if negative,\n\t * down if positive) to an integer value.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the dot product of the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t/**\n\t * Computes the square of the Euclidean length (straight-line length) from\n\t * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should\n\t * compare the length squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @return {number} The square length of this vector.\n\t */\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\t/**\n\t * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).\n\t *\n\t * @return {number} The length of this vector.\n\t */\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\t/**\n\t * Computes the Manhattan length of this vector.\n\t *\n\t * @return {number} The length of this vector.\n\t */\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\t/**\n\t * Converts this vector to a unit vector - that is, sets it equal to a vector\n\t * with the same direction as this one, but with a vector length of `1`.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\t/**\n\t * Sets this vector to a vector with the same direction as this one, but\n\t * with the specified length.\n\t *\n\t * @param {number} length - The new length of this vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\t/**\n\t * Linearly interpolates between the given vector and this instance, where\n\t * alpha is the percent distance along the line - alpha = 0 will be this\n\t * vector, and alpha = 1 will be the given one.\n\t *\n\t * @param {Vector3} v - The vector to interpolate towards.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Linearly interpolates between the given vectors, where alpha is the percent\n\t * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n\t * be the second one. The result is stored in this instance.\n\t *\n\t * @param {Vector3} v1 - The first vector.\n\t * @param {Vector3} v2 - The second vector.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Calculates the cross product of the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the cross product with.\n\t * @return {Vector3} The result of the cross product.\n\t */\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\t/**\n\t * Calculates the cross product of the given vectors and stores the result\n\t * in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Projects this vector onto the given one.\n\t *\n\t * @param {Vector3} v - The vector to project to.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\t/**\n\t * Projects this vector onto a plane by subtracting this\n\t * vector projected onto the plane's normal from this vector.\n\t *\n\t * @param {Vector3} planeNormal - The plane normal.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\t/**\n\t * Reflects this vector off a plane orthogonal to the given normal vector.\n\t *\n\t * @param {Vector3} normal - The (normalized) normal vector.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\treflect( normal ) {\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\t/**\n\t * Returns the angle between the given vector and this instance in radians.\n\t *\n\t * @param {Vector3} v - The vector to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\t/**\n\t * Computes the distance from the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the distance to.\n\t * @return {number} The distance.\n\t */\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\t/**\n\t * Computes the squared distance from the given vector to this instance.\n\t * If you are just comparing the distance with another distance, you should compare\n\t * the distance squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @param {Vector3} v - The vector to compute the squared distance to.\n\t * @return {number} The squared distance.\n\t */\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\t/**\n\t * Computes the Manhattan distance from the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the Manhattan distance to.\n\t * @return {number} The Manhattan distance.\n\t */\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given spherical coordinates.\n\t *\n\t * @param {Spherical} s - The spherical coordinates.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given spherical coordinates.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} phi - The phi angle in radians.\n\t * @param {number} theta - The theta angle in radians.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given cylindrical coordinates.\n\t *\n\t * @param {Cylindrical} c - The cylindrical coordinates.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given cylindrical coordinates.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} theta - The theta angle in radians.\n\t * @param {number} y - The y value.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the position elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components to the scale elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components from the specified matrix column.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @param {number} index - The column index.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the specified matrix column.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @param {number} index - The column index.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\t/**\n\t * Sets the vector components from the given Euler angles.\n\t *\n\t * @param {Euler} e - The Euler angles to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the vector components from the RGB components of the\n\t * given color.\n\t *\n\t * @param {Color} c - The color to set.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns `true` if this vector is equal with the given one.\n\t *\n\t * @param {Vector3} v - The vector to test for equality.\n\t * @return {boolean} Whether this vector is equal with the given one.\n\t */\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\t/**\n\t * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`\n\t * and z value to be `array[ offset + 2 ]`.\n\t *\n\t * @param {Array<number>} array - An array holding the vector component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Writes the components of this vector to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the vector components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The vector components.\n\t */\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\t/**\n\t * Sets the components of this vector from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Vector3} A reference to this vector.\n\t */\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets each component of this vector to a pseudo-random value between `0` and\n\t * `1`, excluding `1`.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this vector to a uniformly random point on a unit sphere.\n\t *\n\t * @return {Vector3} A reference to this vector.\n\t */\n\trandomDirection() {\n\n\t\t// https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst theta = Math.random() * Math.PI * 2;\n\t\tconst u = Math.random() * 2 - 1;\n\t\tconst c = Math.sqrt( 1 - u * u );\n\n\t\tthis.x = c * Math.cos( theta );\n\t\tthis.y = u;\n\t\tthis.z = c * Math.sin( theta );\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nexport { Vector3 };\n","import { warnOnce } from '../utils.js';\n\n/**\n * Represents a 3x3 matrix.\n *\n * A Note on Row-Major and Column-Major Ordering:\n *\n * The constructor and {@link Matrix3#set} method take arguments in\n * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)\n * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.\n * This means that calling:\n * ```js\n * const m = new THREE.Matrix();\n * m.set( 11, 12, 13,\n * 21, 22, 23,\n * 31, 32, 33 );\n * ```\n * will result in the elements array containing:\n * ```js\n * m.elements = [ 11, 21, 31,\n * 12, 22, 32,\n * 13, 23, 33 ];\n * ```\n * and internally all calculations are performed using column-major ordering.\n * However, as the actual ordering makes no difference mathematically and\n * most people are used to thinking about matrices in row-major order, the\n * three.js documentation shows matrices in row-major order. Just bear in\n * mind that if you are reading the source code, you'll have to take the\n * transpose of any matrices outlined here to make sense of the calculations.\n */\nclass Matrix3 {\n\n\tstatic {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t}\n\n\t/**\n\t * Constructs a new 3x3 matrix. The arguments are supposed to be\n\t * in row-major order. If no arguments are provided, the constructor\n\t * initializes the matrix as an identity matrix.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n13] - 1-3 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t * @param {number} [n23] - 2-3 matrix element.\n\t * @param {number} [n31] - 3-1 matrix element.\n\t * @param {number} [n32] - 3-2 matrix element.\n\t * @param {number} [n33] - 3-3 matrix element.\n\t */\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\t/**\n\t\t * A column-major list of matrix values.\n\t\t *\n\t\t * @type {Array<number>}\n\t\t */\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Sets the elements of the matrix.The arguments are supposed to be\n\t * in row-major order.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n13] - 1-3 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t * @param {number} [n23] - 2-3 matrix element.\n\t * @param {number} [n31] - 3-1 matrix element.\n\t * @param {number} [n32] - 3-2 matrix element.\n\t * @param {number} [n33] - 3-3 matrix element.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this matrix to the 3x3 identity matrix.\n\t *\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Copies the values of the given matrix to this instance.\n\t *\n\t * @param {Matrix3} m - The matrix to copy.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Extracts the basis of this matrix into the three axis vectors provided.\n\t *\n\t * @param {Vector3} xAxis - The basis's x axis.\n\t * @param {Vector3} yAxis - The basis's y axis.\n\t * @param {Vector3} zAxis - The basis's z axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Post-multiplies this matrix by the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix to multiply with.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\t/**\n\t * Pre-multiplies this matrix by the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix to multiply with.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\t/**\n\t * Multiples the given 3x3 matrices and stores the result\n\t * in this matrix.\n\t *\n\t * @param {Matrix3} a - The first matrix.\n\t * @param {Matrix3} b - The second matrix.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Multiplies every component of the matrix by the given scalar.\n\t *\n\t * @param {number} s - The scalar.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Computes and returns the determinant of this matrix.\n\t *\n\t * @return {number} The determinant.\n\t */\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\t/**\n\t * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).\n\t * You can not invert with a determinant of zero. If you attempt this, the method produces\n\t * a zero matrix instead.\n\t *\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Transposes this matrix in place.\n\t *\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Computes the normal matrix which is the inverse transpose of the upper\n\t * left 3x3 portion of the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} matrix4 - The 4x4 matrix.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\t/**\n\t * Transposes this matrix into the supplied array, and returns itself unchanged.\n\t *\n\t * @param {Array<number>} r - An array to store the transposed matrix elements.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the UV transform matrix from offset, repeat, rotation, and center.\n\t *\n\t * @param {number} tx - Offset x.\n\t * @param {number} ty - Offset y.\n\t * @param {number} sx - Repeat x.\n\t * @param {number} sy - Repeat y.\n\t * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.\n\t * @param {number} cx - Center x of rotation.\n\t * @param {number} cy - Center y of rotation\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Scales this matrix with the given scalar values.\n\t *\n\t * @deprecated\n\t * @param {number} sx - The amount to scale in the X axis.\n\t * @param {number} sy - The amount to scale in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tscale( sx, sy ) {\n\n\t\twarnOnce( 'Matrix3: .scale() is deprecated. Use .makeScale() instead.' ); // @deprecated r185\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Rotates this matrix by the given angle.\n\t *\n\t * @deprecated\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\trotate( theta ) {\n\n\t\twarnOnce( 'Matrix3: .rotate() is deprecated. Use .makeRotation() instead.' ); // @deprecated r185\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Translates this matrix by the given scalar values.\n\t *\n\t * @deprecated\n\t * @param {number} tx - The amount to translate in the X axis.\n\t * @param {number} ty - The amount to translate in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\ttranslate( tx, ty ) {\n\n\t\twarnOnce( 'Matrix3: .translate() is deprecated. Use .makeTranslation() instead.' ); // @deprecated r185\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\t/**\n\t * Sets this matrix as a 2D translation transform.\n\t *\n\t * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.\n\t * @param {number} y - The amount to translate in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this matrix as a 2D rotational transformation.\n\t *\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this matrix as a 2D scale transform.\n\t *\n\t * @param {number} x - The amount to scale in the X axis.\n\t * @param {number} y - The amount to scale in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Returns `true` if this matrix is equal with the given one.\n\t *\n\t * @param {Matrix3} matrix - The matrix to test for equality.\n\t * @return {boolean} Whether this matrix is equal with the given one.\n\t */\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\t/**\n\t * Sets the elements of the matrix from the given array.\n\t *\n\t * @param {Array<number>} array - The matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Writes the elements of this matrix to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The matrix elements in column-major order.\n\t */\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\t/**\n\t * Returns a matrix with copied values from this instance.\n\t *\n\t * @return {Matrix3} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nexport { Matrix3 };\n","import { SRGBColorSpace, LinearSRGBColorSpace, SRGBTransfer, LinearTransfer, NoColorSpace } from '../constants.js';\nimport { Matrix3 } from './Matrix3.js';\nimport { warnOnce } from '../utils.js';\n\nconst LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(\n\t0.4123908, 0.3575843, 0.1804808,\n\t0.2126390, 0.7151687, 0.0721923,\n\t0.0193308, 0.1191948, 0.9505322\n);\n\nconst XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(\n\t3.2409699, - 1.5373832, - 0.4986108,\n\t- 0.9692436, 1.8759675, 0.0415551,\n\t0.0556301, - 0.2039770, 1.0569715\n);\n\nfunction createColorManagement() {\n\n\tconst ColorManagement = {\n\n\t\tenabled: true,\n\n\t\tworkingColorSpace: LinearSRGBColorSpace,\n\n\t\t/**\n\t\t * Implementations of supported color spaces.\n\t\t *\n\t\t * Required:\n\t\t *\t- primaries: chromaticity coordinates [ rx ry gx gy bx by ]\n\t\t *\t- whitePoint: reference white [ x y ]\n\t\t *\t- transfer: transfer function (pre-defined)\n\t\t *\t- toXYZ: Matrix3 RGB to XYZ transform\n\t\t *\t- fromXYZ: Matrix3 XYZ to RGB transform\n\t\t *\t- luminanceCoefficients: RGB luminance coefficients\n\t\t *\n\t\t * Optional:\n\t\t * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }\n\t\t * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }\n\t\t *\n\t\t * Reference:\n\t\t * - https://www.russellcottrell.com/photo/matrixCalculator.htm\n\t\t */\n\t\tspaces: {},\n\n\t\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\t\treturn color;\n\n\t\t\t}\n\n\t\t\tif ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {\n\n\t\t\t\tcolor.r = SRGBToLinear( color.r );\n\t\t\t\tcolor.g = SRGBToLinear( color.g );\n\t\t\t\tcolor.b = SRGBToLinear( color.b );\n\n\t\t\t}\n\n\t\t\tif ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {\n\n\t\t\t\tcolor.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );\n\t\t\t\tcolor.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );\n\n\t\t\t}\n\n\t\t\tif ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {\n\n\t\t\t\tcolor.r = LinearToSRGB( color.r );\n\t\t\t\tcolor.g = LinearToSRGB( color.g );\n\t\t\t\tcolor.b = LinearToSRGB( color.b );\n\n\t\t\t}\n\n\t\t\treturn color;\n\n\t\t},\n\n\t\tworkingToColorSpace: function ( color, targetColorSpace ) {\n\n\t\t\treturn this.convert( color, this.workingColorSpace, targetColorSpace );\n\n\t\t},\n\n\t\tcolorSpaceToWorking: function ( color, sourceColorSpace ) {\n\n\t\t\treturn this.convert( color, sourceColorSpace, this.workingColorSpace );\n\n\t\t},\n\n\t\tgetPrimaries: function ( colorSpace ) {\n\n\t\t\treturn this.spaces[ colorSpace ].primaries;\n\n\t\t},\n\n\t\tgetTransfer: function ( colorSpace ) {\n\n\t\t\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\n\n\t\t\treturn this.spaces[ colorSpace ].transfer;\n\n\t\t},\n\n\t\tgetToneMappingMode: function ( colorSpace ) {\n\n\t\t\treturn this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';\n\n\t\t},\n\n\t\tgetLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {\n\n\t\t\treturn target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );\n\n\t\t},\n\n\t\tdefine: function ( colorSpaces ) {\n\n\t\t\tObject.assign( this.spaces, colorSpaces );\n\n\t\t},\n\n\t\t// Internal APIs\n\n\t\t_getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {\n\n\t\t\treturn targetMatrix\n\t\t\t\t.copy( this.spaces[ sourceColorSpace ].toXYZ )\n\t\t\t\t.multiply( this.spaces[ targetColorSpace ].fromXYZ );\n\n\t\t},\n\n\t\t_getDrawingBufferColorSpace: function ( colorSpace ) {\n\n\t\t\treturn this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;\n\n\t\t},\n\n\t\t_getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {\n\n\t\t\treturn this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;\n\n\t\t},\n\n\t\t// Deprecated\n\n\t\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\t\twarnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177\n\n\t\t\treturn ColorManagement.workingToColorSpace( color, targetColorSpace );\n\n\t\t},\n\n\t\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\t\twarnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177\n\n\t\t\treturn ColorManagement.colorSpaceToWorking( color, sourceColorSpace );\n\n\t\t},\n\n\t};\n\n\t/******************************************************************************\n\t * sRGB definitions\n\t */\n\n\tconst REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];\n\tconst REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];\n\tconst D65 = [ 0.3127, 0.3290 ];\n\n\tColorManagement.define( {\n\n\t\t[ LinearSRGBColorSpace ]: {\n\t\t\tprimaries: REC709_PRIMARIES,\n\t\t\twhitePoint: D65,\n\t\t\ttransfer: LinearTransfer,\n\t\t\ttoXYZ: LINEAR_REC709_TO_XYZ,\n\t\t\tfromXYZ: XYZ_TO_LINEAR_REC709,\n\t\t\tluminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,\n\t\t\tworkingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },\n\t\t\toutputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }\n\t\t},\n\n\t\t[ SRGBColorSpace ]: {\n\t\t\tprimaries: REC709_PRIMARIES,\n\t\t\twhitePoint: D65,\n\t\t\ttransfer: SRGBTransfer,\n\t\t\ttoXYZ: LINEAR_REC709_TO_XYZ,\n\t\t\tfromXYZ: XYZ_TO_LINEAR_REC709,\n\t\t\tluminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,\n\t\t\toutputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }\n\t\t},\n\n\t} );\n\n\treturn ColorManagement;\n\n}\n\nexport const ColorManagement = /*@__PURE__*/ createColorManagement();\n\nexport function SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nexport function LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n","import { createElementNS, warn } from '../utils.js';\nimport { SRGBToLinear } from '../math/ColorManagement.js';\n\nlet _canvas;\n\n/**\n * A class containing utility functions for images.\n *\n * @hideconstructor\n */\nclass ImageUtils {\n\n\t/**\n\t * Returns a data URI containing a representation of the given image.\n\t *\n\t * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.\n\t * @param {string} [type='image/png'] - Indicates the image format.\n\t * @return {string} The data URI.\n\t */\n\tstatic getDataURL( image, type = 'image/png' ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\treturn canvas.toDataURL( type );\n\n\t}\n\n\t/**\n\t * Converts the given sRGB image data to linear color space.\n\t *\n\t * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.\n\t * @return {HTMLCanvasElement|Object} The converted image.\n\t */\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\twarn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nexport { ImageUtils };\n","import { ImageUtils } from '../extras/ImageUtils.js';\nimport { generateUUID } from '../math/MathUtils.js';\nimport { warn, warnOnce } from '../utils.js';\n\nlet _sourceId = 0;\n\n/**\n * Represents the data source of a texture.\n *\n * The main purpose of this class is to decouple the data definition from the texture\n * definition so the same data can be used with multiple texture instances.\n */\nclass TextureSource {\n\n\t/**\n\t * Constructs a new texture source.\n\t *\n\t * @param {any} [data=null] - The data definition of a texture.\n\t */\n\tconstructor( data = null ) {\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isTextureSource = true;\n\n\t\t/**\n\t\t * The ID of the source.\n\t\t *\n\t\t * @name TextureSource#id\n\t\t * @type {number}\n\t\t * @readonly\n\t\t */\n\t\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\n\n\t\t/**\n\t\t * The UUID of the source.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */\n\t\tthis.uuid = generateUUID();\n\n\t\t/**\n\t\t * The data definition of a texture.\n\t\t *\n\t\t * @type {any}\n\t\t */\n\t\tthis.data = data;\n\n\t\t/**\n\t\t * This property is only relevant when {@link TextureSource#needsUpdate} is set to `true` and\n\t\t * provides more control on how texture data should be processed. When `dataReady` is set\n\t\t * to `false`, the engine performs the memory allocation (if necessary) but does not transfer\n\t\t * the data into the GPU memory.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */\n\t\tthis.dataReady = true;\n\n\t\t/**\n\t\t * This starts at `0` and counts how many times {@link TextureSource#needsUpdate} is set to `true`.\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 0\n\t\t */\n\t\tthis.version = 0;\n\n\t}\n\n\t/**\n\t * Returns the dimensions of the source into the given target vector.\n\t *\n\t * @param {(Vector2|Vector3)} target - The target object the result is written into.\n\t * @return {(Vector2|Vector3)} The dimensions of the source.\n\t */\n\tgetSize( target ) {\n\n\t\tconst data = this.data;\n\n\t\tif ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {\n\n\t\t\ttarget.set( data.videoWidth, data.videoHeight, 0 );\n\n\t\t} else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {\n\n\t\t\ttarget.set( data.displayWidth, data.displayHeight, 0 );\n\n\t\t} else if ( data !== null ) {\n\n\t\t\ttarget.set( data.width, data.height, data.depth || 0 );\n\n\t\t} else {\n\n\t\t\ttarget.set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\t/**\n\t * When the property is set to `true`, the engine allocates the memory\n\t * for the texture (if necessary) and triggers the actual texture upload\n\t * to the GPU next time the source is used.\n\t *\n\t * @type {boolean}\n\t * @default false\n\t * @param {boolean} value\n\t */\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\t/**\n\t * Serializes the source into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized source.\n\t * @see {@link ObjectLoader#parse}\n\t */\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\twarn( 'Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @deprecated since r186. Use {@link TextureSource} instead. `Source` has been renamed to `TextureSource`.\n */\nclass Source extends TextureSource {\n\n\t/**\n\t * Constructs a new texture source.\n\t *\n\t * @param {any} [data=null] - The data definition of a texture.\n\t * @deprecated since r186. Use {@link TextureSource} instead.\n\t */\n\tconstructor( data = null ) {\n\n\t\twarnOnce( 'Source: \"Source\" has been renamed to \"TextureSource\". Please update your code to use \"THREE.TextureSource\" instead.' ); // @deprecated, r186\n\n\t\tsuper( data );\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @deprecated since r186. Use {@link TextureSource#isTextureSource} instead.\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isSource = true;\n\n\t}\n\n}\n\nexport { Source, TextureSource };\n","import { EventDispatcher } from '../core/EventDispatcher.js';\nimport {\n\tMirroredRepeatWrapping,\n\tClampToEdgeWrapping,\n\tRepeatWrapping,\n\tUnsignedByteType,\n\tRGBAFormat,\n\tLinearMipmapLinearFilter,\n\tLinearFilter,\n\tUVMapping,\n\tNoColorSpace,\n} from '../constants.js';\nimport { generateUUID } from '../math/MathUtils.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Matrix3 } from '../math/Matrix3.js';\nimport { TextureSource } from './TextureSource.js';\nimport { warn } from '../utils.js';\n\nlet _textureId = 0;\n\nconst _tempVec3 = /*@__PURE__*/ new Vector3();\n\n/**\n * Base class for all textures.\n *\n * Note: After the initial use of a texture, its dimensions, format, and type\n * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.\n *\n * @augments EventDispatcher\n */\nclass Texture extends EventDispatcher {\n\n\t/**\n\t * Constructs a new texture.\n\t *\n\t * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.\n\t * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n\t * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n\t * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n\t * @param {number} [magFilter=LinearFilter] - The mag filter value.\n\t * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.\n\t * @param {number} [format=RGBAFormat] - The texture format.\n\t * @param {number} [type=UnsignedByteType] - The texture type.\n\t * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n\t * @param {string} [colorSpace=NoColorSpace] - The color space.\n\t */\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\t/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\n\t\tthis.isTexture = true;\n\n\t\t/**\n\t\t * The ID of the texture.\n\t\t *\n\t\t * @name Texture#id\n\t\t * @type {number}\n\t\t * @readonly\n\t\t */\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\t/**\n\t\t * The UUID of the texture.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */\n\t\tthis.uuid = generateUUID();\n\n\t\t/**\n\t\t * The name of the texture.\n\t\t *\n\t\t * @type {string}\n\t\t */\n\t\tthis.name = '';\n\n\t\t/**\n\t\t * The data definition of a texture. A reference to the data source can be\n\t\t * shared across textures. This is often useful in context of spritesheets\n\t\t * where multiple textures render the same data but with different texture\n\t\t * transformations.\n\t\t *\n\t\t * @type {TextureSource}\n\t\t */\n\t\tthis.source = new TextureSource( image );\n\n\t\t/**\n\t\t * An array holding user-defined mipmaps.\n\t\t *\n\t\t * @type {Array<Object>}\n\t\t */\n\t\tthis.mipmaps = [];\n\n\t\t/**\n\t\t * How the texture is applied to the object. The value `UVMapping`\n\t\t * is the default, where texture or uv coordinates are used to apply the map.\n\t\t *\n\t\t * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}\n\t\t * @default UVMapping\n\t\t*/\n\t\tthis.mapping = mapping;\n\n\t\t/**\n\t\t * Lets you select the uv attribute to map the texture to. `0` for `uv`,\n\t\t * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */\n\t\tthis.channel = 0;\n\n\t\t/**\n\t\t * This defines how the texture is wrapped horizontally and corresponds to\n\t\t * *U* in UV mapping.\n\t\t *\n\t\t * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}\n\t\t * @default ClampToEdgeWrapping\n\t\t */\n\t\tthis.wrapS = wrapS;\n\n\t\t/**\n\t\t * This defines how the texture is wrapped horizontally and corresponds to\n\t\t * *V* in UV mapping.\n\t\t *\n\t\t * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}\n\t\t * @default ClampToEdgeWrapping\n\t\t */\n\t\tthis.wrapT = wrapT;\n\n\t\t/**\n\t\t * How the texture is sampled when a texel covers more than one pixel.\n\t\t *\n\t\t * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}\n\t\t * @default LinearFilter\n\t\t */\n\t\tthis.magFilter = magFilter;\n\n\t\t/**\n\t\t * How the texture is sampled when a texel covers less than one pixel.\n\t\t *\n\t\t * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}\n\t\t * @default LinearMipmapLinearFilter\n\t\t */\n\t\tthis.minFilter = minFilter;\n\n\t\t/**\n\t\t * The number of samples taken along the axis through the pixel that has the\n\t\t * highest density of texels. By default, this value is `1`. A higher value\n\t\t * gives a less blurry result than a basic mipmap, at the cost of more\n\t\t * texture samples being used.\n\t\t *\n\t\t * @type {number}\n\t\t * @default Texture.DEFAULT_ANISOTROPY\n\t\t */\n\t\tthis.anisotropy = anisotropy;\n\n\t\t/**\n\t\t * The format of the texture.\n\t\t *\n\t\t * @type {number}\n\t\t * @default RGBAFormat\n\t\t */\n\t\tthis.format = format;\n\n\t\t/**\n\t\t * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and\n\t\t * defines how the texture data is going to be stored on the GPU.\n\t\t *\n\t\t * This property allows to overwrite the default format.\n\t\t *\n\t\t * @type {?string}\n\t\t * @default null\n\t\t */\n\t\tthis.internalFormat = null;\n\n\t\t/**\n\t\t * The data type of the texture.\n\t\t *\n\t\t * @type {number}\n\t\t * @default UnsignedByteType\n\t\t */\n\t\tthis.type = type;\n\n\t\t/**\n\t\t * How much a single repetition of the texture is offset from the beginning,\n\t\t * in each direction U and V. Typical range is `0.0` to `1.0`.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (0,0)\n\t\t */\n\t\tthis.offset = new Vector2( 0, 0 );\n\n\t\t/**\n\t\t * How many times the texture is repeated across the surface, in each\n\t\t * direction U and V. If repeat is set greater than `1` in either direction,\n\t\t * the corresponding wrap parameter should also be set to `RepeatWrapping`\n\t\t * or `MirroredRepeatWrapping` to achieve the desired tiling effect.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (1,1)\n\t\t */\n\t\tthis.repeat = new Vector2( 1, 1 );\n\n\t\t/**\n\t\t * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds\n\t\t * to the center of the texture. Default is `(0, 0)`, the lower left.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (0,0)\n\t\t */\n\t\tthis.center = new Vector2( 0, 0 );\n\n\t\t/**\n\t\t * How much the texture is rotated around the center point, in radians.\n\t\t * Positive values are counter-clockwise.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */\n\t\tthis.rotation = 0;\n\n\t\t/**\n\t\t * Whether to update the texture's uv-transformation {@link Texture#matrix}\n\t\t * from the properties {@link Texture#offset}, {@link Texture#repeat},\n\t\t * {@link Texture#rotation}, and {@link Texture#center}.\n\t\t *\n\t\t * Set this to `false` if you are specifying the uv-transform matrix directly.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */\n\t\tthis.matrixAutoUpdate = true;\n\n\t\t/**\n\t\t * The uv-transformation matrix of the texture.\n\t\t *\n\t\t * @type {Matrix3}\n\t\t */\n\t\tthis.matrix = new Matrix3();\n\n\t\t/**\n\t\t * Whether to generate mipmaps (if possible) for a texture.\n\t\t *\n\t\t * Set this to `false` if you are creating mipmaps manually.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */\n\t\tthis.generateMipmaps = true;\n\n\t\t/**\n\t\t * If set to `true`, the alpha channel, if present, is multiplied into the\n\t\t * color channels when the texture is uploaded to the GPU.\n\t\t *\n\t\t * Note that this property has no effect when using `ImageBitmap`. You need to\n\t\t * configure premultiply alpha on bitmap creation instead.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */\n\t\tthis.premultiplyAlpha = false;\n\n\t\t/**\n\t\t * If set to `true`, the texture is flipped along the vertical axis when\n\t\t * uploaded to the GPU.\n\t\t *\n\t\t * Note that this property has no effect when using `ImageBitmap`. You need to\n\t\t * configure the flip on bitmap creation instead.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */\n\t\tthis.flipY = true;\n\n\t\t/**\n\t\t * Specifies the alignment requirements for the start of each pixel row in memory.\n\t\t * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),\n\t\t * `4` (word-alignment), and `8` (rows start on double-word boundaries).\n\t\t *\n\t\t * @type {number}\n\t\t * @default 4\n\t\t */\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t/**\n\t\t * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.\n\t\t *\n\t\t * @type {string}\n\t\t * @default NoColorSpace\n\t\t */\n\t\tthis.colorSpace = colorSpace;\n\n\t\t/**\n\t\t * An object that can be used to store custom data about the texture. It\n\t\t * should not hold references to functions as these will not be cloned.\n\t\t *\n\t\t * @type {Object}\n\t\t */\n\t\tthis.userData = {};\n\n\t\t/**\n\t\t * This can be used to only update a subregion or specific rows of the texture (for example, just the\n\t\t * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.\n\t\t *\n\t\t * @type {Array<Object>}\n\t\t */\n\t\tthis.updateRanges = [];\n\n\t\t/**\n\t\t * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 0\n\t\t */\n\t\tthis.version = 0;\n\n\t\t/**\n\t\t * A callback function, called when the texture is updated (e.g., when\n\t\t * {@link Texture#needsUpdate} has been set to true and then the texture is used).\n\t\t *\n\t\t * @type {?Function}\n\t\t * @default null\n\t\t */\n\t\tthis.onUpdate = null;\n\n\t\t/**\n\t\t * An optional back reference to the textures render target.\n\t\t *\n\t\t * @type {?(RenderTarget|WebGLRenderTarget)}\n\t\t * @default null\n\t\t */\n\t\tthis.renderTarget = null;\n\n\t\t/**\n\t\t * Indicates whether a texture belongs to a render target or not.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default false\n\t\t */\n\t\tthis.isRenderTargetTexture = false;\n\n\t\t/**\n\t\t * Indicates if a texture should be handled like a texture array.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default false\n\t\t */\n\t\tthis.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;\n\n\t\t/**\n\t\t * Indicates whether this texture should be processed by `PMREMGenerator` or not\n\t\t * (only relevant for render target textures).\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 0\n\t\t */\n\t\tthis.pmremVersion = 0;\n\n\t\t/**\n\t\t * Whether the texture should use one of the 16 bit integer formats which are normalized\n\t\t * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */\n\t\tthis.normalized = false;\n\n\t}\n\n\t/**\n\t * The width of the texture in pixels.\n\t */\n\tget width() {\n\n\t\treturn this.source.getSize( _tempVec3 ).x;\n\n\t}\n\n\t/**\n\t * The height of the texture in pixels.\n\t */\n\tget height() {\n\n\t\treturn this.source.getSize( _tempVec3 ).y;\n\n\t}\n\n\t/**\n\t * The depth of the texture in pixels.\n\t */\n\tget depth() {\n\n\t\treturn this.source.getSize( _tempVec3 ).z;\n\n\t}\n\n\t/**\n\t * The image object holding the texture data.\n\t *\n\t * @type {?Object}\n\t */\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\t/**\n\t * Updates the texture transformation matrix from the properties {@link Texture#offset},\n\t * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.\n\t */\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\t/**\n\t * Adds a range of data in the data texture to be updated on the GPU.\n\t *\n\t * @param {number} start - Position at which to start update.\n\t * @param {number} count - The number of components to update.\n\t */\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\t/**\n\t * Clears the update ranges.\n\t */\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\t/**\n\t * Returns a new texture with copied values from this instance.\n\t *\n\t * @return {Texture} A clone of this instance.\n\t */\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\t/**\n\t * Copies the values of the given texture to this instance.\n\t *\n\t * @param {Texture} source - The texture to copy.\n\t * @return {Texture} A reference to this instance.\n\t */\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.renderTarget = source.renderTarget;\n\t\tthis.isRenderTargetTexture = source.isRenderTargetTexture;\n\t\tthis.isArrayTexture = source.isArrayTexture;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets this texture's properties based on `values`.\n\t * @param {Object} values - A container with texture parameters.\n\t */\n\tsetValues( values ) {\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\twarn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\twarn( `Texture.setValues(): property '${ key }' does not exist.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Serializes the texture into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized texture.\n\t * @see {@link ObjectLoader#parse}\n\t */\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.7,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tnormalized: this.normalized,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\t/**\n\t * Frees the GPU-related resources allocated by this instance. Call this\n\t * method whenever this instance is no longer used in your app.\n\t *\n\t * @fires Texture#dispose\n\t */\n\tdispose() {\n\n\t\t/**\n\t\t * Fires when the texture has been disposed of.\n\t\t *\n\t\t * @event Texture#dispose\n\t\t * @type {Object}\n\t\t */\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\t/**\n\t * Transforms the given uv vector with the textures uv transformation matrix.\n\t *\n\t * @param {Vector2} uv - The uv vector.\n\t * @return {Vector2} The transformed uv vector.\n\t */\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\t/**\n\t * Setting this property to `true` indicates the engine the texture\n\t * must be updated in the next render. This triggers a texture upload\n\t * to the GPU and ensures correct texture parameter configuration.\n\t *\n\t * @type {boolean}\n\t * @default false\n\t * @param {boolean} value\n\t */\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Setting this property to `true` indicates the engine the PMREM\n\t * must be regenerated.\n\t *\n\t * @type {boolean}\n\t * @default false\n\t * @param {boolean} value\n\t */\n\tset needsPMREMUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.pmremVersion ++;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * The default image for all textures.\n *\n * @static\n * @type {?Image}\n * @default null\n */\nTexture.DEFAULT_IMAGE = null;\n\n/**\n * The default mapping for all textures.\n *\n * @static\n * @type {number}\n * @default UVMapping\n */\nTexture.DEFAULT_MAPPING = UVMapping;\n\n/**\n * The default anisotropy value for all textures.\n *\n * @static\n * @type {number}\n * @default 1\n */\nTexture.DEFAULT_ANISOTROPY = 1;\n\nexport { Texture };\n","import { AlwaysDepth, EqualDepth, GreaterDepth, GreaterEqualDepth, LessDepth, LessEqualDepth, NeverDepth, NotEqualDepth } from './constants.js';\n\n/**\n * Finds the minimum value in an array.\n *\n * @private\n * @param {Array<number>} array - The array to search for the minimum value.\n * @return {number} The minimum value in the array, or Infinity if the array is empty.\n */\nfunction arrayMin( array ) {\n\n\tif ( array.length === 0 ) return Infinity;\n\n\tlet min = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] < min ) min = array[ i ];\n\n\t}\n\n\treturn min;\n\n}\n\n/**\n * Finds the maximum value in an array.\n *\n * @private\n * @param {Array<number>} array - The array to search for the maximum value.\n * @return {number} The maximum value in the array, or -Infinity if the array is empty.\n */\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\n/**\n * Checks if an array contains values that require Uint32 representation.\n *\n * This function determines whether the array contains any values >= 65535,\n * which would require a Uint32Array rather than a Uint16Array for proper storage.\n * The function iterates from the end of the array, assuming larger values are\n * typically located at the end.\n *\n * @private\n * @param {Array<number>} array - The array to check.\n * @return {boolean} True if the array contains values >= 65535, false otherwise.\n */\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\n/**\n * Map of typed array constructor names to their constructors.\n * This mapping enables dynamic creation of typed arrays based on string type names.\n *\n * @private\n * @constant\n * @type {Object<string, TypedArrayConstructor>}\n */\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\n/**\n * Creates a typed array of the specified type from the given buffer.\n *\n * @private\n * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').\n * @param {ArrayBuffer} buffer - The buffer to create the typed array from.\n * @return {TypedArray} A new typed array of the specified type.\n */\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\n/**\n * Returns `true` if the given object is a typed array.\n *\n * @param {any} array - The object to check.\n * @return {boolean} Whether the given object is a typed array.\n */\nfunction isTypedArray( array ) {\n\n\treturn ArrayBuffer.isView( array ) && ! ( array instanceof DataView );\n\n}\n\n/**\n * Creates an XHTML element with the specified tag name.\n *\n * This function uses the XHTML namespace to create DOM elements,\n * ensuring proper element creation in XML-based contexts.\n *\n * @private\n * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').\n * @return {HTMLElement} The created XHTML element.\n */\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\n/**\n * Creates a canvas element configured for block display.\n *\n * This is a convenience function that creates a canvas element with\n * display style set to 'block', which is commonly used in three.js\n * rendering contexts to avoid inline element spacing issues.\n *\n * @return {HTMLCanvasElement} A canvas element with display set to 'block'.\n */\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\n/**\n * Internal cache for tracking warning messages to prevent duplicate warnings.\n *\n * @private\n * @type {Object<string, boolean>}\n */\nconst _cache = {};\n\n/**\n * Custom console function handler for intercepting log, warn, and error calls.\n *\n * @private\n * @type {Function|null}\n */\nlet _setConsoleFunction = null;\n\n/**\n * Sets a custom function to handle console output.\n *\n * This allows external code to intercept and handle console.log, console.warn,\n * and console.error calls made by three.js, which is useful for custom logging,\n * testing, or debugging workflows.\n *\n * @param {Function} fn - The function to handle console output. Should accept\n * (type, message, ...params) where type is 'log', 'warn', or 'error'.\n */\nfunction setConsoleFunction( fn ) {\n\n\t_setConsoleFunction = fn;\n\n}\n\n/**\n * Gets the currently set custom console function.\n *\n * @return {Function|null} The custom console function, or null if not set.\n */\nfunction getConsoleFunction() {\n\n\treturn _setConsoleFunction;\n\n}\n\n/**\n * Logs an informational message with the 'THREE.' prefix.\n *\n * If a custom console function is set via setConsoleFunction(), it will be used\n * instead of the native console.log. The first parameter is treated as the\n * method name and is automatically prefixed with 'THREE.'.\n *\n * @param {...any} params - The message components. The first param is used as\n * the method name and prefixed with 'THREE.'.\n */\nfunction log( ...params ) {\n\n\tconst message = 'THREE.' + params.shift();\n\n\tif ( _setConsoleFunction ) {\n\n\t\t_setConsoleFunction( 'log', message, ...params );\n\n\t} else {\n\n\t\tconsole.log( message, ...params );\n\n\t}\n\n}\n\n/**\n * Enhances log/warn/error messages related to TSL.\n *\n * @param {Array<any>} params - The original message parameters.\n * @returns {Array<any>} The filtered and enhanced message parameters.\n */\nfunction enhanceLogMessage( params ) {\n\n\tconst message = params[ 0 ];\n\n\tif ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {\n\n\t\tconst stackTrace = params[ 1 ];\n\n\t\tif ( stackTrace && stackTrace.isStackTrace ) {\n\n\t\t\tparams[ 0 ] += ' ' + stackTrace.getLocation();\n\n\t\t} else {\n\n\t\t\tparams[ 1 ] = 'Stack trace not available. Enable \"THREE.Node.captureStackTrace\" to capture stack traces.';\n\n\t\t}\n\n\t}\n\n\treturn params;\n\n}\n\n/**\n * Logs a warning message with the 'THREE.' prefix.\n *\n * If a custom console function is set via setConsoleFunction(), it will be used\n * instead of the native console.warn. The first parameter is treated as the\n * method name and is automatically prefixed with 'THREE.'.\n *\n * @param {...any} params - The message components. The first param is used as\n * the method name and prefixed with 'THREE.'.\n */\nfunction warn( ...params ) {\n\n\tparams = enhanceLogMessage( params );\n\n\tconst message = 'THREE.' + params.shift();\n\n\tif ( _setConsoleFunction ) {\n\n\t\t_setConsoleFunction( 'warn', message, ...params );\n\n\t} else {\n\n\t\tconst stackTrace = params[ 0 ];\n\n\t\tif ( stackTrace && stackTrace.isStackTrace ) {\n\n\t\t\tconsole.warn( stackTrace.getError( message ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( message, ...params );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Logs an error message with the 'THREE.' prefix.\n *\n * If a custom console function is set via setConsoleFunction(), it will be used\n * instead of the native console.error. The first parameter is treated as the\n * method name and is automatically prefixed with 'THREE.'.\n *\n * @param {...any} params - The message components. The first param is used as\n * the method name and prefixed with 'THREE.'.\n */\nfunction error( ...params ) {\n\n\tparams = enhanceLogMessage( params );\n\n\tconst message = 'THREE.' + params.shift();\n\n\tif ( _setConsoleFunction ) {\n\n\t\t_setConsoleFunction( 'error', message, ...params );\n\n\t} else {\n\n\t\tconst stackTrace = params[ 0 ];\n\n\t\tif ( stackTrace && stackTrace.isStackTrace ) {\n\n\t\t\tconsole.error( stackTrace.getError( message ) );\n\n\t\t} else {\n\n\t\t\tconsole.error( message, ...params );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Logs a warning message only once, preventing duplicate warnings.\n *\n * This function maintains an internal cache of warning messages and will only\n * output each unique warning message once. Useful for warnings that may be\n * triggered repeatedly but should only be shown to the user once.\n *\n * @param {...any} params - The warning message components.\n */\nfunction warnOnce( ...params ) {\n\n\tconst message = params.join( ' ' );\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\twarn( ...params );\n\n}\n\n/**\n * Yields execution to the main thread to allow rendering and other tasks.\n * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame.\n *\n * @return {Promise<void>}\n */\nfunction yieldToMain() {\n\n\tif ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) {\n\n\t\treturn self.scheduler.yield();\n\n\t}\n\n\treturn new Promise( resolve => {\n\n\t\trequestAnimationFrame( resolve );\n\n\t} );\n\n}\n\n/**\n * Asynchronously probes for WebGL sync object completion.\n *\n * This function creates a promise that resolves when the WebGL sync object\n * signals completion or rejects if the sync operation fails. It uses polling\n * at the specified interval to check the sync status without blocking the\n * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.\n *\n * @private\n * @param {WebGL2RenderingContext} gl - The WebGL rendering context.\n * @param {WebGLSync} sync - The WebGL sync object to wait for.\n * @param {number} interval - The polling interval in milliseconds.\n * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.\n */\nfunction probeAsync( gl, sync, interval ) {\n\n\treturn new Promise( function ( resolve, reject ) {\n\n\t\tfunction probe() {\n\n\t\t\tswitch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {\n\n\t\t\t\tcase gl.WAIT_FAILED:\n\t\t\t\t\treject();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase gl.TIMEOUT_EXPIRED:\n\t\t\t\t\tsetTimeout( probe, interval );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tresolve();\n\n\t\t\t}\n\n\t\t}\n\n\t\tsetTimeout( probe, interval );\n\n\t} );\n\n}\n\n/**\n * Converts a projection matrix from normalized device coordinates (NDC)\n * range [-1, 1] to [0, 1].\n *\n * This conversion is commonly needed when working with depth textures or\n * render targets that expect depth values in the [0, 1] range rather than\n * the standard OpenGL NDC range of [-1, 1]. The function modifies the\n * projection matrix in place.\n *\n * @private\n * @param {Matrix4} projectionMatrix - The projection matrix to convert (modified in place).\n */\nfunction toNormalizedProjectionMatrix( projectionMatrix ) {\n\n\tconst m = projectionMatrix.elements;\n\n\t// Convert [-1, 1] to [0, 1] projection matrix\n\tm[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];\n\tm[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];\n\tm[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];\n\tm[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];\n\n}\n\n/**\n * Reverses the depth range of a projection matrix.\n *\n * This function inverts the depth mapping of a projection matrix, which is\n * useful for reversed-Z depth buffer techniques that can improve depth\n * precision. The function handles both perspective and orthographic projection\n * matrices differently and modifies the matrix in place.\n *\n * For perspective matrices (where m[11] === -1), the depth mapping is\n * reversed with an offset. For orthographic matrices, a simpler reversal\n * is applied.\n *\n * @private\n * @param {Matrix4} projectionMatrix - The projection matrix to reverse (modified in place).\n */\nfunction toReversedProjectionMatrix( projectionMatrix ) {\n\n\tconst m = projectionMatrix.elements;\n\tconst isPerspectiveMatrix = m[ 11 ] === - 1;\n\n\t// Reverse [0, 1] projection matrix\n\tif ( isPerspectiveMatrix ) {\n\n\t\tm[ 10 ] = - m[ 10 ] - 1;\n\t\tm[ 14 ] = - m[ 14 ];\n\n\t} else {\n\n\t\tm[ 10 ] = - m[ 10 ];\n\t\tm[ 14 ] = - m[ 14 ] + 1;\n\n\t}\n\n}\n\n/**\n * Used to select the correct depth functions\n * when reversed depth buffer is used.\n *\n * @private\n * @type {Object}\n */\nconst ReversedDepthFuncs = {\n\t[ NeverDepth ]: AlwaysDepth,\n\t[ LessDepth ]: GreaterDepth,\n\t[ EqualDepth ]: NotEqualDepth,\n\t[ LessEqualDepth ]: GreaterEqualDepth,\n\n\t[ AlwaysDepth ]: NeverDepth,\n\t[ GreaterDepth ]: LessDepth,\n\t[ NotEqualDepth ]: EqualDepth,\n\t[ GreaterEqualDepth ]: LessEqualDepth,\n};\n\nexport { arrayMin, arrayMax, arrayNeedsUint32, getTypedArray, createElementNS, createCanvasElement, setConsoleFunction, getConsoleFunction, log, warn, error, warnOnce, probeAsync, yieldToMain, toNormalizedProjectionMatrix, toReversedProjectionMatrix, isTypedArray, ReversedDepthFuncs };\n"],"names":[],"sourceRoot":""}